doesnt matter if u dont get teh detalis skinning is about freehanding not cnp*cough*irbat*cough* .also can u give me uv wrap of bandit and demon hunter.
but i dont see the point in haveing them unless your some kind of freak who enjoys skinning ontop of uvlines, its much easier just to place solid color over the are of work not to mention much easier to read how the model will wrap.
I dunno if id use it soley for create a new skin on but for some sections. Say if I wanted to redo the chestplate for Arthas and then paste it over to the model im working on. If im redrawing a chestplate on the actual unwrap, that im editing, its gonna affect my ideas, as opposed to have a blank canvas to go nuts on. So basically, I would freehand something random, then either paste it over to another skin, or keep working fom there till ive made something completely new.
BTW, Halo, dont be a dumbass, i explained already why I CnP'd the warden, and im not taking any credit for the workmanship, i just thought it would look different and fit MY needs... Also, while putting tons of detail on an unwrap looks amazing (as we can see in worms current), it can affect the the final wrap in a way you wouldnt want it too. Its better to have something look simple and clean, than highly detailed and possibly too cluttered. All depends on what your doing.
Is there a way to extract the UV's from the MPQ files, or must you DL them from somewhere.
Of course, especially when I dont have Max anymore... Irony is great no?
Nah,, dont get me wrong, ive seen some highly detailed unwraps floating around here that wrapped up and looked absolutly amazing. Theres nothing wrong with high detail, im just saying that the end result (the wrap) is more important than the unwrap, especially with these low res models. If worm was skinning for, lets say ut2k4, his skin would be able to take full advantage of the imense detail he is putting in, and look awsome. Im just thinking practicality is all.
Regardless, his hi res face is gonna look nice on the simple contours of the models head.