[QUOTE=Legend286;36132525]Extreme tetris.[/QUOTE]
Except the rows doesn't disappear when you finally fit the islands.
Imagine if they disappeared if you fit them together too perfectly.
[editline]30th May 2012[/editline]
And wasn't undoable.
[QUOTE=TonyP;36133255]Imagine if they disappeared if you fit them together too perfectly.
[editline]30th May 2012[/editline]
And wasn't undoable.[/QUOTE]
I'd be dead for some time now if that was the case
EDIT: Something else I'm making
[IMG]http://oi48.tinypic.com/rud2le.jpg[/IMG]
(timestamps are just to enhance the illusion that it's a picture)
[img]http://img441.imageshack.us/img441/5474/dcim2093.jpg[/img]
[img]http://img109.imageshack.us/img109/8977/dcim2931.jpg[/img]
speaking of uv mapping i hear it's really really well designed in modo. one pixar employee stated that someone was having trouble unwrapping a model (hours of failed attempts), handed it off to this guy (who uses modo), and he unwrapped it in a few minutes.
really modo just looks like an all around fantastic program. gonna try it out next week.
[QUOTE=TonyP;36134600](timestamps are just to enhance the illusion that it's a picture)
[IMG]http://img441.imageshack.us/img441/5474/dcim2093.jpg[/IMG]
[/QUOTE]
Nice, that first one definitely looks like a picture (from a bad camera).
For a second there, I thought it was a reference.
I'm having some issues with blotchy-ness in a VRay night scene, my usual fixes for this don't seem to be working. Any ideas?
[quote]
[IMG]http://u.filepak.com/wJXy_ren1_blo.jpg[/IMG]
[/quote]
Quick question. If you're supposed to split UV islands based on smoothing-groups (one smoothing group means one island) when baking normals, what do you do if you need the diffuse map to run seamlessly across multiple smoothing groups?
[editline]31st May 2012[/editline]
[QUOTE=Tracker;36138341]I'm having some issues with blotchy-ness in a VRay night scene, my usual fixes for this don't seem to be working. Any ideas?[/QUOTE]
You probably need to increase your interpolation samples in Irradiance Map.
Progress on my car:
[t]http://dl.dropbox.com/u/49828537/3d/carwsdfire.jpg[/t]
Just started today with 3Ds Max, could someone recommend me a good tutorial or something to get me started, I know there are thousands of separate tutorials out there but I wanted to hear which ones you guys recommend.
And so it begins...
[IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_uv.png[/IMG]
Shit, could I get some help? I thought I might have flipped my normals but apparently not. What've I done?
[IMG]http://dl.dropbox.com/u/26739117/3d/kousei/help.png[/IMG]
EDIT
Forgot automerge is only a few seconds after posting. Excuse the double post.
[QUOTE=SweetSwifter;36140932]Quick question. If you're supposed to split UV islands based on smoothing-groups (one smoothing group means one island) when baking normals, what do you do if you need the diffuse map to run seamlessly across multiple smoothing groups?[/QUOTE]
Anyone? :(
[QUOTE=dookster;36144238]And so it begins...
[IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_uv.png[/IMG][/QUOTE]
what is this blastfounded UV grid you are using and why does it look vastly superior to checkerboards?
[QUOTE=ZombieDawgs;36148453]what is this blastfounded UV grid you are using and why does it look vastly superior to checkerboards?[/QUOTE]
Pretty sure I just googled UV Checker but here you go:
[IMG]http://dl.dropbox.com/u/26739117/3d/uvchecker.jpg[/IMG]
Any solution for my problem?
Oh my
[IMG]http://puu.sh/y2ia[/IMG]
What do you think guys, should I try? I only know a fair amount about rendering to around the extent of DOF and good looking lighting. I felt really honored to get this but I am a mostly modeler and texturer, not to much of a render genius.
[QUOTE=Quinnjdq;36151185]Oh my
[IMG]http://puu.sh/y2ia[/IMG]
What do you think guys, should I try? I only know a fair amount about rendering to around the extent of DOF and good looking lighting. I felt really honored to get this but I am a mostly modeler and texturer, not to much of a render genius.[/QUOTE]
Whenever I get requests like that, it always reminds me of this one comment I got on one of my models on Game Banana.
[img]http://dl.dropbox.com/u/22565769/dumbass.png[/img]
[QUOTE=ZombieDawgs;36150359][thumb]http://dl.dropbox.com/u/10565588/Pictures/SHAZBOT/box.png[/thumb][/QUOTE]
What is it.
[QUOTE=Dippeggs;36151996]What is it.[/QUOTE]
Airco?
[QUOTE=dookster;36149157]Pretty sure I just googled UV Checker but here you go:
Any solution for my problem?[/QUOTE]
The normals aren't flipped, the UV's are just mirrored.
I know 3ds max has a mirror function when unwrapping in both horizontal and vertical direction.
Just select the mirrored UV's and click here. But you might as well unwrap it all before you mirror it.
[img]http://dl.dropbox.com/u/99717/mirror.png[/img]
[QUOTE=Zyx;36154110]The normals aren't flipped, the UV's are just mirrored.
I know 3ds max has a mirror function when unwrapping in both horizontal and vertical direction.
Just select the mirrored UV's and click here. But you might as well unwrap it all before you mirror it.
[img]http://dl.dropbox.com/u/99717/mirror.png[/img][/QUOTE]
Cool I'll remember that for the future. I knew about the mirror function but had never had that happen before. It seems to have fixed itself though oddly.
-lol wrong thread snip-
[QUOTE=paul simon;36154949][img]https://dl.dropbox.com/u/8478604/Good%20photography/Zondac/Zondac%20the%20spelunker%20small.jpg[/img]
[img]https://dl.dropbox.com/u/8478604/Good%20photography/plant%20small.jpg[/img]
[img]https://dl.dropbox.com/u/8478604/Good%20photography/Going%20home%20small.jpg[/img]
was out walking yesterday[/QUOTE]
Those are pretty good renders.
I assume you used vray?
Also that dof is way overdone.
[QUOTE=woolio1;36151373]Polys?[/QUOTE]
Too many, it's a high poly and since I can't normal for shit I'm still trying to figure out the best way to make the low poly.
It's also a crate from Tribes :v: