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Low poly asset using stacking maps and painter without baking maps WiP/Tutorial

polycounter lvl 2
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HelionDark polycounter lvl 2
I was experimenting with making lowpoly assets on one UV map using stacking and because  you cant use baking on stacked meshes in painter ( at least i dont know way, well beside adding UV-s later, i make short Tutorial /my Experience


modeling my one pic i found on net old Pannonia house around 7100 quads (no interior) i think i could lower numbers at least half.




1.Grouped  UV-s depends on different materials ( rock, brick, roof, etc...) with watching do have enough spacing between groups  
2.stacked UV-s with same material  then unstacked them partly ( if i have 20 beams and they use same material its stil still good to move them from stack so you have free place to minimalize  repetition also painter can get you some strange artifacts when there are to much UV-s on same place)
3. Orient stacks which you need in specific way (roof caps )
4. Upper part of UV map  i partly moved front wall maps so i can add details (brick under wall paint) which add details and if you place another maps little differently transfers to other maps adding more details 
5. I mostly disabled Height beside rocks it can make some strange artifacts when mesh is in multiple UV-s



Painter difference between 1 and 2 K texture (Minimal in this case)



Painter 2k Angles 




BC map for Arnold





Arnold Standard everything basic



Conclusion : It was good learning :  Uv-s need more planing and watching tex density, results is good especially for 1k map, writing this tutorial it came to me how Uv-s can be moved on material part of map (3D software ) adding more details  and answering my first question about other ways of doing UV maps .

Questions and your experience are welcome!



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