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#17 |
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Can someone tell me it thats possible to remove a pelt seam? Pelt maped one part of the mesh, and after the other. now i want the two different part to be pelt mapped together, but it's still keeps to divide them by the pelt seam created before, between the two mesh part. (those areas are next to each other)
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#18 |
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Hi Cordero.
Delete pelt seam: Just click on edit seam and after that click holding ALT button on seam that you want delete P.s. sorry for English I hope you'll understand me. ![]() |
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#19 |
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hah! Big thanks! Works fine!
I'll post the uvw pretty soon... i will have a ton of spare space, and of course 3k tris... but i might finish the model this way, this was the original idea, and i think i'll stick to it as an exercise so next time i'll draw a better concept...
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#20 |
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Liam's uvw
![]() I think this is better than my previous one, so i take this as a victory. Moving on to sculpting now. The next concept will be super-duper detailed. That's for sure...
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#21 |
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Not bad
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#22 |
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Well, thanks!
![]() Even a "not bad" means a lot from You I will do two different models this time, so i can see my improvement in one theme, which makes it easier to decide whether i improved or not.
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#23 |
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Looking really good so far. I think you still have a lot of wasted space on the UV's.
Can't wait to see you start the sculpt.
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#24 |
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Good job with the unwrao
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#25 |
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Cool work man. Keep going.
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#26 |
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Nice and clean unwrap, however, work on your space budget. What I suggest with this paintover is taking the red area and expanding it to fit into your whole texture square and then find space for all the odds and ends to fit in the gaps. This will give you your detail where you need it and since you did a nice pelt job you wont have to worry about seems too terribly much.
Keep it up! |
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#27 |
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SR_6274 - Thanks! I tried to fix the uvw a little bit. I'll post the sculpt progress today.
Tarik2d - Thanks man! snakeeaterjns - Thanks! I think i'll finish this until monday. setschaos - thanks for the advice! I think i figured out correctly your instructions ! Here is the new uvw. I think i can't really do much more with this, but maybe you see something i don't![]() edit: i still have some overlapping polys, i will fix that later.
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#28 |
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No, that looks pretty solid. Eventually (And I haven't gotten there either, only the masters have) you will have hardly any empty space whatsoever. Art leads in the industry are constantly looking for little giveaways from artists to see who is further along in the curve and the UV layout is quite possibly the first give away, you are well on your way! good work!
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#29 |
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Thanks! Keeps me going
![]() I ran into a little problem here. See, i started sculpting with my first UVW version of the model. I got pretty far ahead, and then i modified my low poly uvw. My way to solve this problem till today was to open up my new uvwd low poly model in zbrush (thats where i do my normals maps, and i want to stay that way for now ) and i store it. (storeMT) and then, i subdivide the poly to the sublevel where my high poly is, and i import only the high poly part from my previous sculpt. (where the low poly's uvw is not good) And then i go back to the lowest level, and i switch back to the original lowpoly, which has the good uvw layout. And then i hit create normal map, and i'm good to go. But now, when i import the high poly mesh, it changes the low poly mesh's uvw, and when i do the normal map, it gives back the old uvw layout with the normal map on it. So the question is, how do i change the lowpoly's uvw, without losing the previously created highpoly.
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#30 |
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Oh, and that's the progress for sculpting now.
Its pretty basic, but i am getting better with each mouse click that's the cool thing about learning a now program, the fast progress on the beginning![]() But the question still applies, if anyone knows the answer, please let me know.
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