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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-01-2011, 11:41 PM
Cryptic artists need a lesson on relaxing UVWs. The same goes for a lot of the texture work in Champions Online. Lots of stretching, deforming, and bad UVW work. I can post screenshots if you like.

I would gladly travel to their offices (they aren't too far from me, about an hour drive) and give their art director a lecture on correct UVing. Of course I only know Max, so if they're using something else, couldn't help. Free of charge, just buy me lunch.

I've written an extensive tutorial on correct edge flow for complex curved objects using low polygon budgets. But it's in relation to sailing ship hulls. But I'm sure the same can be applied to space ships such as a Star Trek one.

Maybe I should do the same here?

I just don't want to waste my time putting one together if they will simply ignore it