This is my latest work in Zbrush.Base Model in Maya and detailing done in Zbrush along with normal map generation and finally rendered in 3DS Max mental ray.
Hi It's long time since I last updated my website.....This is my new creation ..a part of one level flow (A Big Hall)..mail entrance to the castle. I don't know who's art work is this but I sincerely want to thanks him/her for his/her work and ask him/her to allow me to post his/her work on my blog and let me use it as a part of my personal profile and not professional reel....
Creating UV layout for a non-square texture sheet Often in gaming, we need to make non-square textures for environmental props. This requirement occurs due to one of the following reasons: Scene importance Object size Saving texture memory (reduce fill rate) Many a times, I have seen artist laying out UVs in such a way for such textures sheet requirement that, though the texture seems fine on a model, it’s actually a stretchy non-square checker layout. In this tutorial, you will see how the UV needs to be laid out to get perfect non-stretchable layout Texel density on the model.AS a base point I have a model (Machet weapon) Based on its proportions and importance, I need a 512(w) X 1024(h) texture sheet. I have laid out the UVs like a normal layout with perfect square checker size. Keeping the UVs on one half of the layout will not solve our problem because this means we are just using half of the complete texture that will be applied to the m...
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