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Cannot save unwrella uvw
Cannot save unwrella uvw












On the average, we put more than 200 thousand of polygons per a high-rise apartment building. We don't model minor details, don't bevel objects that will be shown from afar. The main rule is that the number of polygons must be feasible. The number of polygons the main scene consists of rarely succeeds 16 million. The secret of success is scene organization and the rules of work. X64 Windows, with possibility of passing over the restriction of 3 GB of possible physical memory.Īs you can see, our computers are rather powerful, but nothing out of the common (quite up-to-date for the beginning of 2015). Hardware configurationLet us start with typical configuration of computers, which are used for making our projects.ģ2 GB Ram (memory is quite cheap nowadays, do not save on it) As a result you will be able to work with scene of any volume in the shortest terms. These principles rapidly fall into habit, and the only thing you need is to constantly follow them. We preliminary take into account the possibility of work with difficult scenes.Īfter reading this article, it can seem to you that these rules just slow down the work. The approach to organization of project work. We do not work through anything that cannot be seen. However, we work taking into account two important principles: The most frequent question we’re asked: "How do you render such tremendous scenes? Is your 3D Max manages with it? Perhaps, you have really cool hardware".Īnswer: "No, the hardware we have is common as dirt. We prefer to work through all the scenes in 3D and avoid photomontage, as it is easier to correct something in 3D, than over and over introduce changes on the stage of material post-production. Most of all, our clients don’t have the ultimate version of materials and that is why we have to make such-like projects upon the conditions of numerous corrections and alterations. Sometimes these projects consist of dozens of multistory blocks, and the 3D-scenes include great number of greenery, automobiles, people and other objects of fillings. Either way, I would suggest to always export your uvw and post it on your product page to make it easier for anyone who derives from it.Based on the statistics on our site the visualization we make is more often designed for big residential complexes and villa communities. Just easier sometimes to do it a certain order depending on the project. Other times it may be easier to import the texture 1st then make the mesh fit the texture. When you make more complicated meshes, it may be easier to do it this way some times. By exporting the map you can go ahead and create your texture to fit exactly how you want it to fit the mesh. For more detailed information on the concept of uvw, please review katbits tutorial.ĥ) Export map to make life easier on yourself and your customers. Once a texture has been assigned, you will be able to see how the different methods of unwrapping will change how the texture appears on the mesh. This is a simple project, therefore we can choose the smart unwrap due to not needing to make what is referred to as “Seams”. When you hit “U” a menu will appear with different options. Hit keyboard “A” twice, then “U”, choose “Smart UV Project”, “OK”.














Cannot save unwrella uvw