Here's a handpainted low poly treasure chest i created
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
any feedback/critiques is welcome! the more the merrier as i'll be able to avoid making mistakes/habits in my future pieces! Thanks!
![Treasure_Chest_Presentation_Page.jpg](http://3.bp.blogspot.com/-9pF7VhC9m-0/UU_JagF6MUI/AAAAAAAAAew/i2jtwannpFc/s1600/Treasure_Chest_Presentation_Page.jpg)
[update] a friend of mine pointed out that i have both a bump and a normal and i should remove one but i realized i put bump on top of my spec map instead of spec , woops , silly mistake x]
Replies
I think uv wise you could have overlapped a lot more and halved your uv space.
Other than that its really nice!
Well the exterior line render was done with Marmoset Toolbag so it wasn't a shader that gave the that result, just the little cherry on the top i needed to make this piece have the borderlands feel D;
ahh i can see what you mean, i was wondering how Zbrush would handle overlapping UVs when planning to texture paint in zbrush and then baking the texture to a low poly? like if the texture would be distributed correctly to the overlapping UVs? so im going to have to experiment with that definitely! But i 100% agree i could have saved ALOT more UV space x]
oh? thats interesting ive never heard of that method before, i'll definitely have to try that out soon , thanks !