sweet! so do you just do a smart unwrap for everything and then just start painting ontop? also i found it a bit difficult to see exactly where i'm painting when the scene has no lights and you get that vertex lit style. i was debating going into photoshop and making the uv's a separate layer so i can see where the breaks…
Triangulating your low poly, using a cage, and setting your UV islands to their own smoothing group will get you pretty far. If you have any overlapping / mirrored UV islands, offset all but one outside of the 0-1 space. All those ngons are probably causing you a lot of problems. When you leave them as ngons, you're…
There are several of texture seams in the reference you provided. I think they are just hidden a little better for a few reasons. * Smoothing Groups / Vertex Normals. I can't tell if your model has the branches modeled out of the trunk, or they are just floating near it. But the shading creates a harsh line. * Texture…
Are you doing this in modo? Sometimes I feel like my artistic level drops to sub-arctic levels while making something for the first time in modo. If you're up for it, it might be a good idea to do a concept in zbrush first. Modo just feels very constricting, and you end up fiddling with vertexes and polygon positions…
This problem might happen because of skewing. I can't make much sense of the models as it only shows unlit versions without wireframe. This doesn't say much about the vertex normals which could be the reason why you're experiencing this: When your mesh is all smooth edges, raycasts will be smoothed between verts and,…
Check this sticky post out! I used to have the same issue and now it's all cleared up. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1 Basically, depending on your rendering method, you have to split up UV islands that have hard edges - meaning…
Every break you put in your UVs will show up as a seam. This is inevitable as the importer will split the vertexes everywhere there's a UV split or a change in normals. there are only two solutions. 1) split your normals for every split you have in your UVs (this means 'smoothing groups' in max and "hard edges" in maya).…
A loop or edge that makes your texture interpolate right is a loop that is doing something. you can get away with a long tiling bit for the arch, but you'll need a correspondingly higher vertex count to control how the texture is projected onto the surface. If you notice, that discontinuity is along the internal…
A little update today, been pretty busy this week with a couple of art tests. Ive been working on the flooring to try and get a correct specular splatter so it's not too flat. Unfortunatly my old way of creating high rez screenshots seems to have be nerfed in the latest update :( And a sculpt and the resulting normal map…
I would say I would long abandoned Zbrush if not its free updates. And I recall I first tried to persuade the company I worked for to buy it around 2000. It was quite expensive then before dropping to $200. It IMO turned into kind of lookdev application for nice pictures unrelated to job tasks. My last excitement and then…