Reducing seams In this section I will discuss the methods that can be used for reducing texture, shading, material and physical seams in UDK environments. Texturing principles In this section I will discuss the process of planning and designing the textures for your environment in a way that will allow you to hide the seams with ease.
A wall with uniform bricks running along horizontal rows is a common asset that is easy to create. Creating nonuniform rough stones that stray away from the horizontal course, such as rubble masonry, is a more challenging matter. The amount of noodling required to make the rubble masonry wrap and tile seamlessly is enough to drive most artists mad. Within Zbrush's vast array of tool options lies a way to create such a wall quickly and painlessly.
Instructions : The iris is completely round. For the most part, some of it will be hidden by the eyelid - if you hide only a little, the eye will look widened, shocked and staring (such as in the example I'm painting here), while hiding half or more will give the eye another expression altogether: perhaps indolent, seductive, sly. Like the eyeball, never cease to imagine the iris as a round thing. To make absolutely sure, always paint the full round thing on a separate layer and then simply erase the bit that would be hidden by the eyelid. Like previously mentioned, we see the eyes, and we definitely see if something's messed up.
It's important that you take the time to walk through and complete the Understanding 3D Form tutorial before you're ready to take this next step. Anyone who thinks they are beyond the basics presented there is kidding themselves, myself included. No matter how good you may be, if you don’t get the basics it will come back to bite you.
I know you are all looking at this image and wondering, uh you lost it or something?