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Hiring Experienced 3Ds Max Artist to Unwrap UV Templates


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I am hiring an experience mesh developer to unwrap UV templates on my 3D models. They are in a 3Ds Max file because that is what I am experienced using. 

Here is an overview of the project:

- Must use 3Ds Max

- Each object in folder needs UV templates that make sense for each component

- Finished project must be sent as a .DAE File that can be uploaded

- Finished project must have all UV templates sent

- Everything will be emailed to me (I will send you my email privately if I hire you)

*Payment:

Post your desired payment I will determine from the list who I will hire

*Paypal requests or Lindens are accepted

> Below is an example of the model components

> Inworld Avatar name is Leustante Resident

AianDragonHead_Sample.png

Edited by Leustante
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Just wanted to note that the person doing this will need the TEXTURES that you plan to use in order to do the best that they can with this complex model AND it would be SO MUCH BETTER to send the high poly model in quads than this decimated (in Blender anyway) file.  There is pretty much no way to make a good UV from what you have pictured --- and while not a 3D max person I am VERY good at UV mapping. I love it. 

 

So things to think about. 

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On 11/23/2019 at 11:02 PM, Chic Aeon said:

Just wanted to note that the person doing this will need the TEXTURES that you plan to use in order to do the best that they can with this complex model AND it would be SO MUCH BETTER to send the high poly model in quads than this decimated (in Blender anyway) file.  There is pretty much no way to make a good UV from what you have pictured --- and while not a 3D max person I am VERY good at UV mapping. I love it. 

 

So things to think about. 

Chic,

Here is the quaded high-resolution alteration I made for your consideration. 

I only make the textures after I have the UV Templates made. I need these made. You think you can unwrap these pieces now that it is to the right standards and has symmetry? 

dragon_head_Sample.png

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20 minutes ago, Leustante said:

Chic,

Here is the quaded high-resolution alteration I made for your consideration. 

I only make the textures after I have the UV Templates made. I need these made. You think you can unwrap these pieces now that it is to the right standards and has symmetry? 

dragon_head_Sample.png

:D. I don't do work for hire (or even work that much these days). It was just a comment.   

 

That high poly model will be what someone needs and likely it will work out OK.   The high poly model when baked or just unwrapped I guess) will still work for the decimated model. At least all mine do so you should be set.      Good luck!!!

 

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1 hour ago, Chic Aeon said:

:D. I don't do work for hire (or even work that much these days). It was just a comment.   

 

That high poly model will be what someone needs and likely it will work out OK.   The high poly model when baked or just unwrapped I guess) will still work for the decimated model. At least all mine do so you should be set.      Good luck!!!

 

Aw okay.. Thanks for the tips. I hope someone rescues my project...

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I would advise you to review your work flow. Even if UVs can be made on the high poly version and be retained by the decimation tool, it's strongly advisable to keep the decimation for LoDs generation, as it most likely turns out with small texture deformations that are fine only on LOD models. The best approach is to retopologise the models, UV unfold the retopoed version and from there you can extract the maps for texturing. It will also work better to make the lod models as the reduction will most likely conform better to the shapes without nasty triangulation needed to make up the high poly smoother shape. 

As it stands, it would be a nightmare to perform, present your working material with a better looking geometry to increase the chances to find someone inclined to do the job. 

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