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Advice on Workflow for a Large Model

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Hi Polycount community

I’m working on a large game-ready model and facing some issues. The bake quality is poor, and the texel density is in bad shape. I’d prefer not to use multiple UV maps as I think it won’t save memory.

Would it be worth trying a tiling texture workflow? Will it work better, or is there a better approach?

Looking forward to your advice. Thanks!

Replies

  • Eric Chadwick
    What is your photo reference and/or concept? In other words, what visual result are you aiming towards?

    For a mechanical model like this I would suggest not baking a normal map from a higher res model, but instead using bevels and weighted vertex normals.
  • Fabi_G
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    Fabi_G high dynamic range
    Hi! What became of your last thread? You got a few suggestions there, where you not able to take anything from it? Why not update the thread and get more eyes on it? Deleting the original text and opening a new thread basically repeating the question will just disperse information - and in my opinion is somewhat disregarding the time people took to help you.

    Yet, on the topic: You can combine large elements using tiling textures (broken up using masks and/or decals) with uniquely textured elements no problem.
  • helloMher
    What is your photo reference and/or concept? In other words, what visual result are you aiming towards?

    For a mechanical model like this I would suggest not baking a normal map from a higher res model, but instead using bevels and weighted vertex normals.
    The visual appearance will be realistic. Excuse me, can I use multiple tiled textures for this model? Or will I not save memory size?
  • helloMher
    Fabi_G said:
    Hi! What became of your last thread? You got a few suggestions there, where you not able to take anything from it? Why not update the thread and get more eyes on it? Deleting the original text and opening a new thread basically repeating the question will just disperse information - and in my opinion is somewhat disregarding the time people took to help you.

    Yet, on the topic: You can combine large elements using tiling textures (broken up using masks and/or decals) with uniquely textured elements no problem.
    Sorry about this. I posted it on a few forums and forgot I had also posted it here, then I deleted the previous one😅

    Thanks a lot! I’ll use tiling textures.
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