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Posted

Site should be working now, my hosting service was down for a few hours today.

Unwrapping is one of those things that are extremely daunting when you start, but trust me on this, it's actually the easiest thing to master as an artist.

All you need to do is, unfold, detach and stitch. Or flattern 45º and stich. (Sometimes you may use cylindrical projections for cylindrical shapes) And loads of horizontal and verticle vertex snapping, you should avoid having wonky / wavy UV's, it's easier to texture and better for nomral maps.

And yes, I use a tablet a lot when I paint, especially when I need the pressure thingie on the brush. But I still tend to use the mouse a lot, after all those years of gaming, the mouse is your eternal friend! :P

  • 2 weeks later...
Posted

Hey [HP] Great stuff

I have a question though. Normally when I do a high poly I use floaters for most of my details (99% of it) but I noticed in your high poly you cut out the section where the small bolts/screws go in to the side of the mesh, how do you cut then out, and then how to handle the cleaning up process to keep it nice and tidy when you tesselate. Or do you use mudbox/zbrush to cut it out, which in that case it's quite tidy and clean. Never really thought to use those programs to hard surface modelling.

If you're not sure what I mean when I get home from work I'll circle a little section and upload it :)

Cheers

Z

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