Quoted from DrEvizan(http://www.gamestepper.com/forums/showthread.php?t=3402) Step 1 - In Maya, select all of the faces of your cord, hose or piece of twisted-ass tubular mesh. Step 2 - Go to your UV Texture Editor window and from the polygons menu, select "Unitize" Step 3 - Back in your Perspective view, select all the…
UPDATE 12/22/2014: Thanks for everyone who sent me feedback. I made some revisions. Here are a few new screenshots. More on my website. Hey all:), This was a personal exercise practicing subd and the newer release of quixels tools. Comments and critiques appreciated! (source) Again, comments and critiques welcome, I've…
Hello Everyone! This Week's Update. I have added a few more elements to my composition blockout in UE5.7 to push the layout and overall feel a bit further. After that, I jumped into the main centerpiece of the scene, the gothic house. I am building it using a modular workflow, or at least as close to modular as I could…
Whats up guys! I thought I would post a link to my portfolio site. I hope for any and all feedback any of you might have on the site design or overall content. After four years of art school I know how valuable critique and feedback is, so please feel free to do your worst. Thanks! Matt Bischoff Portfolio Link:…
Actually I found a video that is similar to my method. https://www.youtube.com/watch?v=iqQdverK7ak I also create a new camera by going to the create menu. Then I select the panels menu in the viewport, go to the perspective submenu and select my new camera. Then I go to the panels menu again and go down to tear off copy.…
So i'll preface this post by saying I wasted quite some time by completely over-engineering at the beginning my modular kit. I was so focused on trying to make it as modular as possible that I forgot it's supposed to be easy to use too. I'll put all the planning and stuff I was doing here to remind myself and anyone else…
Oh yea I guess that makes sense. I was a little confused by the "block out level meshes" and didn't see a reason to make the UV's align on simple blockouts when grey boxing. I seem to remember the that causing some confusion when he first put those out. If you've moved to high/low creation its a good idea, especially if…
Howdy, my names Devin Spencer. I'm a Full Sail University student that current focuses on modeling of props and environment, but I've wanted to get into real time visual affects as of recent. I've been struggling to find reliable sources of information and tutorials for Unreal Engine 4 that give a good start-off point to…
The issue with portions of the house looking wide or out of place has to do with scaling and the camera. I remember one of the issues in my class was our doors looking fat or wide. How we resolved this was by changing our scaling to match up better. For instance, we wanted our character to be six feet tall and about two…
the easiest way is to delete any similar elements that will share the same UV unwrap. Unwrap everything making sure there is only one of each uv island, then after put an edit poly on top of the unwrap modifier and copy those elements across your mesh, building the rest of the mesh. after that is done, put an unwrap…