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Unwrapping straight will give you higher quality and survive mipping/filtering better as long as there is geometry to support it. If your concern is purely how good it looks up close and there's no LODs then that's the best way to go. If you need to Lod then your priority should be making your lod transitions as close to…
Are you baking in max or xNormal? It looks like some of those colors are from edge padding. I've never baked in max but I think xNormal defaults to 8px of padding? What that means is that when the camera is further from te object, some engines will auto-downsize the maps. The padding just ensures that the normal map stays…
Hey, nice start. If you're really committed to poly-modeling the hair, keep in mind that cards are an option. Whether or not to use cards depends on art style and engine/render limitations, but it might be worth looking into. If you decide to poly-model hair spikes, I recommend starting with the most important shapes…
FWIW I had the same problems with Nightshade in 2016.5, probably facing the same thing you are now. I couldn't find an alternative in 2018 for texel density. The issue stems from having very small UV shells, you probably have a series of very thin triangle shells, where there's a distance of 0.00001 between two points.…
I am still not happy with my decal technqiue, not sure if its best to add a separate shell or make it part of the main uv layout With the shell method the res will be much better, but then there will be extra textures+ alpha+ clipping problems
Hey there, I'm a beginner and after modeling a "pretty complex" house that I want to refine in Zbrush, I took a fairly long time UV Mapping it. Here's some questions that came to my mind: 1 - Is there a way to "auto rotate" every pieces so they all "face the same direction" ? When I unfold a few pieces and orient the…
You don't need to use any of the area outside of the usual 0-1. When you mirror the geometry, if you've unwrapped the UVs already then the duplicated geometry will already have the same UVs. They will be right on top of the originals though so unless you have Mayas shade UVs on then you won't see it. So the UVs are now…
Hey, Solid improvement in very short time. The topology, that is the distribution of geometry, on your gun is not bad. If I'm not mistaken you still have some unnecessary looks that you could tie together to reduce geometry or that are causing you to have n-gons (polys with more than 4 sides). Now your UV is not as clean…
A planar map is a REAAAALLY bad way to unwrap that. You should spend some time properly unwrapping the pieces and you would get better results. Right now it looks like the problem is coming from the planar map and that both sides of the sub are present in the same space and they overlap. There are three solutions: 1) Each…