|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
New Member
![]() 1
- 0
|
Modern UV mapping in professional studio's
Hey,
I'm a beginner. I've learned to uv map objects in Maya, but the proces seems so inefficient and slow to me. Having to move uv's that overlap, etc. I've never used Zbrush but it seems to be alot easier in zbrush. How do studio's texture their models, nowadays? |
|
|
|
|
|
#2 (permalink) |
|
Amateur Artist
|
No matter how you texture your model, you have to unwrap it. Z has a nice feature for automatic unwrapping, bu that is not a final solution and has to be tweaked by hand. Mostly it is faster to unwrap completely by hand, when you have had some practice and know what you're doing.
|
|
|
|
|
|
#3 (permalink) |
|
New Member
![]() 38
- 11
|
Artists at big studios use the same tools and scripts that you have at your own disposal. There is no magic trick or tool that does all the work for you. It's a chore for everybody.
You can only learn to use the uvtools more efficiently and install some stuff that makes it a little easier. For example i'm using TexTools for 3dsmax to normalize my uv islands (so everything has the same pixel density), and i use a script to straighten uv strips. |
|
|
|
|
|
#4 (permalink) |
|
Amateur Artist
![]() 195
- 58
|
I suggest looking over uv unwrap tutorials and getting textools once you have practice it'll get quicker. I started with low poly unwraping models that were only 500-1500 tris on warcraft 3 modding.
__________________
LOOKING FOR WORK My Portfolio: www.DanielManion.net Email: DanielManion@hotmail.com |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |