its a catch 22 right now really. Sony, Nintendo and Microsoft need Gamestop to sell there games because they sell the most copys there. Problem is Gamestop sells used games for 5 bucks cheaper hurting Sony, Nintendo and Microsofts profits from people buying used instead of new. They need Gamestop but Gamestop dosnt need…
Hi I came across something strange whilst examining how the Hell Knight model from Doom Eternal was unwrapped. I swear I may have come across this before and possibly asked about it...? I'm not quite sure how this works. But also, is this common practise...? Around the butt area, the top, bottom, and around the upper leg…
Hey all, Im working on a model that requires all UV shells to sit edge to edge on pixel borders (low res textures). Ive used pixel snap in Maya to make sure all my UV edges are on pixel borders. Everything appears to be fine with my shells. However, my texture is bleeding pixels across UV shells. Nothing appears to be…
Thx Eric, I am not sure about the "whole unit" part: as my bedspread polygon are not even quads, the uv shell will naturally be in different size. Say I align the large shell to the top-left of my texture space, then cut and stack them, I don't think they can be aligned perfectly to "whole unit" nicely (unless I plan the…
never understood how AI is considered a 'democratization of tools' tbh. Smells like AI bro cope; they're just making up whatever nonsense vernacular to make 'stealing and remixing people's art without their permission' sound better. It's not like there's a government mandated approval process where you have to go to, like,…
Hello polycount community! I am new here, and hopefully I am posting this in the right place. After many hours of searching all over the net and failed attempts at getting this stuff figured out properly, I've decided to ask for some help. Below I've got a lot of screenshots of my most recent attempt at making a low poly…
Pinning UV's doesn't make your unwraps better, it simply makes unwrapping faster. Quality comes mostly from experience. Use a tool for long enough and quality and speed start blending together. Pinning doesn't have to occur at a border edge, but if you have squared off a UV shell and want it to remain squared, then you…
Use TexTools in Max, and just go under Tools -> Smoothing Groups from UV Shells. This will setup your SGs to every single UV Shell, which works great. And when your LowPoly in Max has some Black Gradients or your normal map is full of Purple Gradients, then you have to Cut your UV Shells to smaller angles or add Support…
The scale of your model doesn't effect the scale of your UV shells. You can scale the UV shells independently however you need to make them fit into the 0-1 space. In most situations, keeping all of the human face into a single texture map would probably be best. Unfold 3d is great for unwrapping, but I think your standard…
Hi everyone! I'd like to share one of my portfolio projects: a hairstyle created for Replika AI - implemented and rendered in the Unity engine. This is a real-time hair asset created using Ornatrix for 3ds Max with the "Branching Workflow" technique. This method is excellent for creating natural-looking hairstyles with…