Character Texturing Tutorial - Part 6
Loading...
9,813
Loading...
Uploader Comments (Overthunking)
Top Comments
-
@msh361 you don't have to watch this tutorial. Feel free to Google this info on your own or go to school and pay thousands of dollars to learn it
see all
All Comments (29)
-
BEST UV VID EVER. THANKS AGAIN :)
-
@Overthunking I simply meant that this is a baking tutorial more than a texturing tutorial.
-
how do i get my diffuse and textures into udk to make a material
-
@msh361 he has the best vid tutorials for texturing. if u dont want to watch long tuts u obviously dont want to learn lol
Loading...
GREAT Thanx for tutorials! Your's are the best i could find over the Internet! I have one question though - how about the head? I've unwrapped it whole (not the right half). So I assume i'll have problems with symmetry (I need symmetry for all except the head texture). I just wanted to make some unique features of the face which are not really symmetrical - otherwise it will look too "CG".... can you give me any help with this?...
TheAlexd3d 1 month ago
@TheAlexd3d the head is a pain in the ass. i'll be honest about that. i'll see if i can put something together, but your best best would be to follow this method and try to stitch the verts together. it's hard to explain, but it makes sense in my head :(
Overthunking 1 month ago
uhm, so your "texturing" tutorial consists of baking and smudging... really? not really what I would consider to be "texturing" but thanks anyway
VaiN474 3 months ago
@VaiN474 Texturing is the process of making a texture for a 3d model. There are many ways of doing so. However, with today's generation of games using normals, baking is the best way to go for those. And it's not a perfect process yet, even the profesionals have to use shortcuts. Of course, you can always paint the normals for a character by hand, but good luck with that. Also, this is a tutorial, meaning you're supposed to learn what you can and add it to your own workflow, not follow it strict
Overthunking 3 months ago 4
my uv seams are showing on my normals. any one know why?
yhvhpro 5 months ago
@yhvhpro A number of reason. For starters, xNormal and 3ds max calculate normals slightly differently. For the BEST results, baked your normals in Max WITH a cage. The only downside to this of course is you may not be able to bring in an extremely heavy mesh, so decimate in Zbrush and test what's a good number of polys for max. Also, while you're making a cage for the mesh, try putting a ProOptimize modifier on the high mesh so you can work without much slow down.
Overthunking 5 months ago