Hi there,
I recently finished modelling a texturing an asset for a small project i am working on and I would like to ask for some feedback so I can improve my process for the next part of the project.
I am modelling the sign for a mid-century American diner scene. I tried to keep the geometry pretty simple but I had to add a few random supporting edges along the top of the model as the textures were a bit borked in Marmoset after baking them in Substance Painter (I think this was because Marmoset was triangulating the mesh and having the main face of the sign as a single plane was causing an issue).
The texture bakes in Substance painter do not look right to me, even though the UV unwrap in Blender seemed to be ok.
I have attached the concept art, the final marmoset render here as well as the wireframe, albedo map and UVs.
Thanks in advance for any feedback you can give me on any part of the process.
Original Concept
Toolbag Render
Wireframes
Albedo Map
UVs
Replies
There are a bit too many polys and those rounded corners have an extra vertex.
The UV has a lot of wasted space and you can easily fix that by straightening those thin strips of polys. If thats not an option then split them at various points in order to make a tighter UV packing. In fact it would be better if you could unwrap the whole side with the border and the interior strip if you know what i mean.
Thanks very much for the feedback, it was helpful