in short, a mesh that is animated has a Skin applied, which means it has bones applied to it, one or more.
Each vertex moves according to the bones, but for ex. if you move the bone for the arm, the leg must not move.
This means the vertices in the mesh for the arm are depending on the bone for the arm.
These vertices are "weighted" to that bone.
You can also apply an envelope to that bone, this means how far the influence of the bone reaches
So why are your textures so different, is that they are not handpainted, and they are not extually textures, but just some images on meshes (that's what I can could tell from the image you posted)
My issue is getting the unwrap to not be such a disaster to deal with.
I watched parts of athiandr's tutorial, and I figured out that I could relax and pack the maps multiple times in order for them to be easier to apply textures to.
I've added TexTools to my arsenal as well, but I'm still having a tough time wrapping my head around unwrapping (no pun intended)
A nice trick I usally follow , especially for heads, is that I unwrap only one side, and I apply a cilinder as the unwrap helper, and then I use the relax in the unwrap uvw modifier
I've been looking for a good uvw unwrap tutorial, but they are hard to find. My maps are always garbage, and I need to know how to make better ones.
Thanks
I am covering unwrapping and hand painted texturing in my tutorial. It may not be perfect but it show the process
http://www.sc2mapster.com/forums/resources/tutorials/73483-sc2-modeling-and-texturing-pipeline-about-6hrs-video/#p7
Lets see what you have show up the garbage maps, some screen shops and you may get constructive critic!
That's correct, most of the time it is not the unwrapping that is bad or good, but the level of detail you use on your texture
In my sig is a tutorial as wel for unwrapping, but not for texturing, a good tutorial is this one, easy and not too long
http://steamcommunity.com/sharedfiles/filedetails/?id=183672148
and
http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19058
I'm not a dota fan, but I really like their tutorials
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
http://kippurcatarts.com/wp-content/uploads/2014/12/UVW-improvement.png
The one on the right is the one I made, and the one on the left is the one my buddy fixed for me.
He's made of magic or something
Not only is the difference in the UV map, such as columns and the large building higher vertex number. look at this might help:
Could you fill me in on what a skin is, and what envelopes are? c:
So, take a look at my tutorials, I explain it them: http://www.sc2mapster.com/forums/resources/tutorials/59399-tutorials-getting-a-regular-model-ready-for-sc2/
in short, a mesh that is animated has a Skin applied, which means it has bones applied to it, one or more.
Each vertex moves according to the bones, but for ex. if you move the bone for the arm, the leg must not move. This means the vertices in the mesh for the arm are depending on the bone for the arm. These vertices are "weighted" to that bone. You can also apply an envelope to that bone, this means how far the influence of the bone reaches
So why are your textures so different, is that they are not handpainted, and they are not extually textures, but just some images on meshes (that's what I can could tell from the image you posted)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
My issue is getting the unwrap to not be such a disaster to deal with.
I watched parts of athiandr's tutorial, and I figured out that I could relax and pack the maps multiple times in order for them to be easier to apply textures to.
I've added TexTools to my arsenal as well, but I'm still having a tough time wrapping my head around unwrapping (no pun intended)
A nice trick I usally follow , especially for heads, is that I unwrap only one side, and I apply a cilinder as the unwrap helper, and then I use the relax in the unwrap uvw modifier
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Supposedly you can unwrap one of something, and when you copy it the UVW unwrapping applies to all instances of that object?
It's something I haven't tried yet in the infinite possibilities within max.
Mmm.. I guess so, the instance means just that, so I think it is, I usualy unwrap something and then copy it in stead of using instances.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Also I must admit that 3d coat relax gives better results than max. So you may try to relax there as well.