Nice EQ thats pretty smart. The first question should probably be, are you going to give low poly UV layout enough space to actually capture those details?
in a very broad sense, yes. Many Environments use tiling textures or modular pieces, so it may be a little different in layout or thought process, but the basics is, model>UV>texture.
Looks like you started with a too high rez. Unless you are experienced the work is always going to look like lumpyvill. Start low, get the layout right, then go in and define the sculpt. Just my opinion, but concentrating on separate body parts as a study method leads to unbalanced learning. You can see this at times with…
Hi guys! Recently set up a portfolio site. Would love you to bits if you could give me some crits about layout, information I should/shouldn't include, navigation, whether the work in the portfolio is rubbish or okay and so on.
Hi guys i'm wondering if anyone knows where i've gone wrong and how I get this bottle to look in unreal how it does in Substance? Substance: Unreal: Unreal Layout: Thanks guys!
I would say no and no. The AO artifacts are due to the intersecting objects - so the way to solve that is to merge the objects or enable the Two-Sided setting. I wouldn't recommend overlapping UVs - this might cause other problems as the faces are unlikely to line up perfectly. You could isolate the UVs that are completely…
You'll need to scale everything down. If you highlight everything, you can just hold shift + right click and click on Layout, and it'll make everything fit.
Hello! Here are this weeks progress, everything has been made low poly for retopping and currently doing the UV layouts, UV tips and tricks would be greatly appreciated!
Went back and separated the slide from the grip so it could be more realistically animated. Re did the UV layout and started some basic stuff in substance painter.