
the White Mantids base helmet
well THAT was more difficult than it needed to be. making the initial textures was fine but i had to do some MAJOR fiddling to get the UV map to line up right. the problem i have is that when i am stuck with a problem that stumps me and ruins my workflow, i dig my heals in a barrel on through until i hammer the problem into submission.
this is the pristine base helmet with no damage or character to it and aside from creating major damage to it in other morphs i would just use this for my drawings and paint all the other details in later. but i have a feeling many of you will want the extra details too
this is the pristine base helmet with no damage or character to it and aside from creating major damage to it in other morphs i would just use this for my drawings and paint all the other details in later. but i have a feeling many of you will want the extra details too
Category All / All
Species Unspecified / Any
Size 1000 x 563px
File Size 300.5 kB
hmm issue with blender or the UVing in general ;)
Because sounds familiar ... again XD
I found out that you simply can't beat some issues into submission.In that case I prefer to continue on something else and re-tackle the issue at a later point ... maybe after a blender update ;)
In any Case great work so far :)
Because sounds familiar ... again XD
I found out that you simply can't beat some issues into submission.In that case I prefer to continue on something else and re-tackle the issue at a later point ... maybe after a blender update ;)
In any Case great work so far :)
what i found was the issue lay in how i makered the seams for the UV map. my initial attempts would have the prime areas of detail warp when i pulled the info from the poly paint to the texture file. so all i really needed to do was take the lowest subdivision into blender and experiment with seams until it worked in zbrush
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