You cant retain uvs of a model if you add geometry to it as that geo hasn't been uved. Is the lower left model the reconstruction? Why does the garment need to be totally 2 sided instead of the sleeves alone?. zBrush is good for modeling uvs used inside of zBrush, like pistol grips and such. The only time you can retain…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea.I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this.Please correct me if i am wrong, i'd love to have this…
A workflow some of you may be familiar with is transferring normals from a big sphere to many cards. Sometimes you want to open up the cards in UV editor, but if you have a lot it can take several minutes just to open the UV editor. And forget about doing any work in there. Any way to avoid this? Say you wanted to adjust…
I am also wrapping my head around anisotropy on the dome - and while radial scratches set to spherical projection work fine, anisotropy angle fill does not. It breaks between UV islands. Any hints?
Hello! For some reason Maya's UV editor isn't letting me scale in the Y-axis. Every time I try to use it it just scale in the x. I've checked my tool settings and my constraints are off and no video or search has been able to help me so far. Is there anything I should try to help me resolve this?
Made this low poly in Maya then exported it to zbrush to add details. How do i ge this to substance painter do i have to UV map both?? if so how do i manage to make both UV maps the same so i can bake the high poly zbrush to the low poly?
Apologies for two posts in a row... I was wondering if anyone had any advice for UVing the hair here! I heard the rule that all hard edges should be uv seams...however the hair here is stylized and has a lot of bevels so I'm worried that there'll be too many pieces...should i just soften some of the edges or just ignore…
I would highly recommend trying a 256 resolution, you can do a heck of a lot detail wise if you learn how to mirror and reuse uvs, along with straightening uvs to reduce aliasing jaggies. It also helps get very crisp output. The knowledge then scales up rather nicely to higher resolution work.
Hello everyone!!This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests.I hope you like it!
Hey there ! I've been working on a small tool named UVs Animator. That's what the UI look like : It can create some UVs Animation inside an UVW_Unwrap modifier. It can also add animations and can produce some good results with a very low-poly geometry. Here are a few examples : You may find all these examples on the…