These two scripts together make a great team for stacking identical UVs and lining them up to match perfectly.
ShellStack by Nyro - A quick script to stack identical UV shells on top of eachother http://forums.cgsociety.org/showthread.php?t=867929
mUVsnap by Michael Paixao - End using the align tool! Use after ShellStack script. The tolerance is much like Merge Threshold.
http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/muvsnap
To bypass creativecrash.com registration...
http://www.bugmenot.com/view/creativecrash.com
Tuesday, February 26, 2013
Monday, February 25, 2013
My Work For Intrepid
I was primarily assigned to work on character models and
texturing and that is the majority of my hours. Tank was my first 'second'
character model I have ever made, and I've learned quickly from him, and
understand where it would have been wiser to decrease and place edges. Corgis are
not an easy task, and the planeviews wouldn't be much help, and for a proper
rig, some proper Corgi anatomy, particularly the legs, needed to be sacrificed.
I would redo him after Vertical Slice, but didn't want to break the painted
weights in the meantime.
Jessie is where I felt I took all I've learned from Tank,
and got better with my polycount. She was the biggest challenge I've ever come
across thus far. But I am pleased that my stylized silhouette shows through in
all angles. There are a few changes that needed to be met, such as her hat
needing more edges, and an inside layer as was later decided it would lift up
in the animation, but again I didn't want to break the painted weights, with
which Andrew spent countless hours trying to get right.
Onto texturing, however more often than not I had to re-UV
assets as others were making them to speed things along while I was on
characters. I wanted any way to avoid seams but there were situations where it
would of been too much work and time to re-UV everything. Lots of terrain
textures and patterns were needed as well, which cut down half the work on many
things.
The cave pieces in particular were sacrificed in quality
because of so many UV pieces placed in all directions and seams would of looked
more obvious. I was hoping to revisit them after Vertical Slice and do them
over.
It was finally decided we'd have glowworms which would be my
last character model. I enjoy the challenge of making low poly models and
relying on textures to make it really pop. AO baking also helped make the
characters look better.
There were a few things that were cut before Vertical Slice.
Such as the bat particles and lilypad planes. The Ending teaser was also faced
with changes programmatically, but it felt great to offer the idea for an ending
either way.
I'm going to miss this team for all its support and allowing
me to open up. I'm happy for all the content the game did have. Now that I know
what a good team is, what good friends are, I'm going to tackle Warp Derby
characters with my own ideas. I've been thinking of a scary gargantuan lady
heavily inspired from Stagecoach Mary Fields.
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