Wanted to do a cool next gen enviornment for the portfolio. Sitting at 1,173 Tris, 1x1024 normal and diffuse. Here is the my reference . Just started this weekend, but want this piece to help get me a job, so harsh crits are encouraged. Btw, I know the uv layout sucks. Advice? UV layout
The original grey box layout block felt kind of weak and dint allow for the variation in materials I wanted, so I went back and spent some time coming up with a new level layout.
Hi guys, I'm trying to export this UV MAP with the image placed in the correct layout, but because I set it up to Box-Layout. The UV Editor's image is covering the whole UV Map. Is there a way to make that image place ontop of the islands like it's doing on the model ? ,
How can I export a high res mesh that has been decimated from ZB without erasing the UV layout? I need it in order to properly reconstruct it in Mudbox as it uses the UV layout to sync (the other way it has artifacts). Thank You!
It turned out ok using the last layout. All the details are visible with 2K textures, so I am happy. I know the UV layout could be just a bit more optimized, but I left it the way it was.
@Bek: No it's not. Lists is a tab that cosists three lists, one of them is Vertex Map List. @daniellooartist: Go to Layout => Restore and set Class = Normal, Name = whatever layout you want to reset and Restore As = Baseline Version
Did you say you put things like sight and light in the same uv layout as the gun itself? It's better to seperate things like sight, lights and other attachment to their own uv layout.
Nice work! Amazing UV Layout! In wich resolution are you working for the textures? I still have a lot dificult to layout my uvs and get the best detail. Anyways! Good job! =d
just wanted to share progressions and demos (to come) of a project I started a day ago. The basic idea is to have a very specialized tool like UVLayout for UV´s but instead of texture transforming. With shortcuts and the interface I want to try out new stuff so that in the end just a few clicks are needed in order to get…
Hi everyone, Explanation Part: So recently, I've just got back into 3D modelling. Like my old self, I've had only little experience in the texturing process of working in next gen hard surface 3D game asset creation and so far I've only covered these procedures in the low poly to high poly pipeline including: 1. making the…