![]() ![]() Now of course, with soft select and the sketch UV tools, organizing this pelt is relatively quick work. Again, in the image provided, you can see that the face is a little smeary. Typically when I unwrap I like to keep faces sort of in their normal form, Beltlines in straight lines, etc. Second, there is very little precision control over your pelt. This prevents the artists from using obvious Photoshop tools to paint the inorganic materials. I have started experimenting with reshaping the stretcher to be more squared, but the results are still soft. Since the stretcher is spring-based, it produces pretty liquidy results not what you typically want when unwrapping a house. First, this works really well with organics but I have had problems getting this to work well with inorganic objects (buildings, cars, streets, um crates). The stretcher is basically a set of springs that can have properties adjusted to do exactly what the artist needs. This stretcher can be resized and reshaped to fit your needs but, typically, the defaults produce excellent results. ![]() As you can see in the image here, once an object has a pelt modifier on it, it appears in the UV unwrap window with what is called a stretcher. Once your seams are set up (about two minutes on a standard 5,000 poly game character) all you do is apply the pelt map, choose to place the gizmo based on the computers best guess and hit simulate pelt pulling. ![]() (This is typically down a back, under arms, around wrists, etc.). The process now is as easy as using the new point to point seamer tool (more on that in a bit) to determine where you want to flay your model. It is not surprising that someone finally thought to improve this. Those of you familiar with unwrapping know that this is a somewhat slow, tedious process. Imagine this: instead of spending literally hours unwrapping a model so that its texture map may be painted it now takes about 10 minutes and the entire job is done for you. There are a few really interesting tools inside the new pelt mapper, but obviously the most amazing one is the actual pelt mapping itself. Let us begin with possibly the most mind-blowing advance since I dont know normal maps, I guess. If you have not read my reviews before, let me explain again at the outset that I am a game developer, so that will be how I approach this one. Some effective modeling tools, more integration between Character Studio and Max (now that they are both owned by Autodesk as well) and more. Just last week, I had the pleasure of having Autodesk come by my office to show my team the new features available in version 8, and we were pretty pleased. In the shadow of this big news, of course, comes the release of 3ds Max 8. Just whats going to happen to the fate of these two packages? Will they eventually merge, even though the two companies swear they wont? It would seem weird to keep them both alive since they are so similar, but time will tell. Maya debate is going to take a very weird turn over the next 12 months. Wow! Now that Autodesk has signed a definitive agreement to acquire Alias its been a long time since Ive seen every artist at my company freak out over the same thing the long-held Max vs. ![]()
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