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#22 (permalink) |
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Artist
![]() 52
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Good to be of help
![]() Anyway, there will always be some edges like that... you should just do the unwrap for the model so that the edges that are on the outer edges of the uv-area are the actual edges of the mask that don't continue any further... that way there will be no seams |
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#23 (permalink) |
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Game Art Student
![]() 133
- 6
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For the high poly model you should add some scratches into the mask, you can see in the pic that the mask has definitely been tossed around a bit, and make sure to try and add some paint deformities when you unwrap it right, the pain on that mask from the picture has scratches off pieces, and having all that will give it more detail and make it more interesting to look at
__________________
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#24 (permalink) |
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Artist
![]() 96
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what's the point in zbrush having the option to create a uv for you if it just messes up? I thought zbrush was a way for artists to create content that does not rely on their skills with a program but there tallents alone. One of the things that puts me off wanting to model is all the business with unwrapping and smoothing and everything. quite a kick in the nuts.
I will add more detail to it but can you import your own uv into zbrush? |
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