I see the slowdown too. Could be the wysiwyg code, taking time to parse the input. Blah. And not doing it properly either. Layout change was made with the best intentions. But we do listen closely to our members; the layout has been mentioned many times. We hear you, and we're working on it.
Well that face is probably flattened into a line in your uv layout. Just select that one face thats giving you problems, and it will probably look like a line rather than a face in your uv layout. Either reshape it out manually, or reproject that face and weld it where its supposed to go.
I'll start posting updates to the entire concept. Since I have until the 12th of March I intend on spending most of that time painting since the design and layout is pretty much done. I'll spend at the most a day or two polishing up lines and perfecting layout. Till then, Crits welcome!
I started to sculpt the face and want to share some progress! Then I need to sculpt the basic shape of the hair. For base mesh, I use Georgian Avasilcutei (Nimlot) face from this pack https://nimlot26.gumroad.com/l/yXNFU?layout=profile. There are eyes included so it's easier to understand the shapes and proportions of my…
The Topology Pen tool can be found in the Polygon tools menu
in the Model Layout, and the Tools menu in the Topology Layout. Whether you're
using the Topology Pen tool for retopology or other modeling tasks, you'll want
to take advantage of the shortcuts that are available. This quick video shows the
various shortcuts…
I agree with a lot of what's been said here. The buttons are ghetto, a little tough to read, and inconsistent with the rest of the site. I like the one thumbnail for each piece in the main gallery idea. The mouse-overs may be complicating things, and I don't really notice them. If you're really worried about too much…
That Actually makes alot of sense haha, i always start off trying to layout all the uvs vertically or horizontally but it leaves so much empty uv space. I guess i just need to put more time into manually laying out UVs, i usually just auto-layout them in maya.
Nice, simple layout that's easy to navigate. My only complaint, really, is that it's a bit difficult to tell what you've done for each project. Part of the problem with being a level artist rather than somebody who makes the cars, I suppose. Perhaps some images of the overall track layout from the editor would work?
The UV layout for the crate is rather wasteful - 30% of the texture is empty. Keep in mind that not every piece needs to have the same scale, and you can rotate pieces to get a better fit. A UV layout is really something like a puzzle, where you scale, rotate, and move pieces around to get the best possible fit.
Square really is the best, no question about it. Every time I see one of their models or textures, I want to scream at how well made it is. The execution is flawless, every time. I used to think I was good at UV layouts till I saw some of their FFVI layouts for monsters. Square wins at game art.