Jigabachi Unwrap

Thanks to a helpful walkthrough by Matthew Kean and some elbow grease, I learned UVLayout throughout the process of this unwrap. Being able to manage UVs in a new way has been exciting and I’m eager to make more use of it.

As become my regular workflow, I packed the UV sets using IPackThat and set up SGs in Max with the Smoothing-Groups-From-UV-Islands script by Martin Palko.

The unwrap is complete, using two and a half 4k maps. Largest texture project I’ve attempted. Should be fun!


Jigabachi Retopo Complete

I’ve not abandoned my GITS helicopter model. Not in the slightest. Between work, the constant job-hunt that is freelance, a three year old, and a moving process that’s just been finished thankfully, I’ve had to chip away at this. A few hours every week has been arduous but consistent. Not much to show off at any rate.

However retopo is finished. Now begins unwrap and baking. Which sounds like another drag but I’ll take UVs over retopo any day.


I’ll do periodic bake tests as I go to get a handle on the ideal way to break up the maps. Should be more to share that way too.

Jigabachi AV – High Poly

I modeled the Jigabachi AV helicopter drone from Ghost in the Shell, Stand Alone Complex 2nd GIG. The rest of the progress can be viewed on my polycount thread.

I used maya to model everything with a boolean and support edge-heavy workflow. This project was intended to improve high level traditional subd skills. I now feel confident to move onto quicker non-destructive methods to improve speed without fear of building bad habits into modeling fundamentals.