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I Dont Really Get The Workflow For Baking Normal Maps. You Make Low Poly Uv Unwrap It And Make

Blender UV unwrapping not working, no uv map is generated.?

Perhaps you need to apply texture and UVW map in 3dsmax, before using blender. I always UVW map in box mode then I texture bake...it really depends on the model you created...you should be focusing more on "levels of detail". For example, in a game, the model has 12 faces from 60 meters away, 24 faces from 40 meters away, 48 faces from 20 meters away, and 96 faces when close to your object. Each level of detail should have a clip distance assigned to it. A clip distance is the distance an object is from the character view when it is drawn to your monitor, then the new "level of detail appears (as you get closer). The trick is to have the texture remain the same from the farthest distance to the closet distance. That's where texture baking comes into play. If you google "texture baking" you will see how it is done...I included a texture baking tutorial.

High poly workflow for 3d modeling?

Regardless if it's low or high poly, the techniques are really all the same. You can choose to do either one or the other according to your style of modeling. I prefer poly modeling for most parts of the head and face and box modeling for the body. Most models are low poly in essence, even the ones you consider to be high poly. All game engines normally have a limit to polys which is pretty low. With that being said, many times character models have super high quality textures which makes low poly toons look high poly. Certain static objects in games and film are very high poly, but are preloaded by the engines system, minimizing the resources used to load an entire game. The most important thing to worry about besides polys is the rigging and skinning of characters in animation. Linking the bones to the correct places on the model and giving the model a skin that bends when needed, is far more important than low or high poly counts.

The main reason you don't see many, if any tutorials or tips on high poly stuff is because, it's as easy as adding a turbosmooth modifier to an object to make it from low to high poly. Other than that just adding more polys outside of a turbosmooth modifier is as easy as adding more edgeloops or tessellation.

As for the arms and legs, there is no perfect amount of verts or polys in the formula. You basically want to have the shoulders, elbow joints and wrist joints medium to high poly for bending when skinned. 6 - 8 verts is not nearly enough to get good, realistic bending of parts. But this only applies to photorealistic toons. Stylized and/or cartoony toons may have very low poly movement and bend points but that's where it ends.

Can I color my 3d model in Maya without uv mapping (unwrap)?

Well, if you ONLY want to colour it, and not really texture it, then you could do it.

What I mean by this is if you intend on using an image of say a metal texture (or anything at all, that was just an example), there is no way of getting around UVing. But if you just wanted to make a lambert with a plain colour then there is no need for you to unwrap it. You can also use 3D shaders in Maya without unwrapping either, but I find those don't really work very well. But if you use the 2D textures in Maya you will have to unwrap it as well (or to be technical you don't have to unwrap it, but it will look horribly warped if you don't)

I know UVing is a huge pain but you'll get used to it eventually. It was probably the hardest concept for me to learn when I was in school, but the more you do it, the easier it gets.

How do I lower poly count of a model in blender but keep the texture?

can not you create better photos for tiling? i do no longer think of it truly is comprehensive without arising the photos better in GIMP. photos in GIMP are produced from pixels, greater pixels = greater decision = greater high quality. Smaller raster photos (smaller pixel dimensions) have much less high quality. there is not any way around that. in case you're rescaling the photos down, you're removing pixels, and for this reason degrading their high quality notably.

What does the U and the V stand for in UV mapping?

Geometry of object (mesh) is defined in 3D modeling space with Cartesian coordinates x, y and z.
UV texturing (UV mapping) permits polygons that make up a 3D object to be painted with color from an image. This process transforms the 2D image (called texture map) onto the 3D object in a way similar to decorative gift wrapping. In contrast to x, y and z Cartesian coordinates, which are the coordinates for the original 3D object, another set of (2D) coordinates is required to describe the surface of the mesh, so the letters "u" and "v" are used to designate those coordinates.

UV map is just an ordinary image in any popular format. Term "map" is used because process in which pixels of 2D picture are associated to points on surface of mesh resembles what cartographers do when they use flat paper to represent points on spherical surface of the globe.

How do I UV Unwrap an already made model in the newest version of Blender?

Please help. Every tutorial I find is outdated and says that "there's a mesh display option" and "ctrl+tab to choose how to select meshes" and "u is how to select how you want Blender to unwrap the mesh", but none of these work in the newest version for me (2.79). Granted, pressing "u" might only work after figuring out how to select the meshes. I'm thinking it might be because the model I'm trying to unwrap is basically all round shapes and no polys. It's a really detailed model that was probably sculpted in a sculpting program.

Make pancakes from scratch(without baking powder/soda or eggs)?

If you want to eat truly healthy, lose body fat consistently, normalize your blood pressure, cholesterol levels, prevent cancer, and even boost your brain health and energy levels, you may have heard all over the news that the Paleo Diet has been found to be one of the best methods of achieving all of these benefits compared to any other popular "fad" diets out there. Go here https://biturl.im/aU2mh

The truth is that the Paleo Diet will never be considered a fad because it's just simply the way that humans evolved to eat over approximately 2 million years. And eating in a similar fashion to our ancestors has been proven time and time again to offer amazing health benefits, including prevention of most diseases of civilization such as cancer, heart disease, alzheimers, and other chronic conditions that are mostly caused by poor diet and lifestyle. One of the biggest misunderstandings about the Paleo Diet is that it's a meat-eating diet, or a super low-carb diet. This is not true

What program are you using for modeling?Generally speaking the workflow is this;Model high poly.Model low poly.UV unwrap low poly.Model cage (usually just an expanded low poly).Extract Normal map (and any other maps needed such as AO or height).Edit textures (you can grab materials from sites like this, you will need to combine the normal texture with the one you extracted from your models).Import into Unity, set up materials.I made a tutorial on going from Blender to Unity here, it’s not perfect but it’s a good overview of the process.

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