@MrNinjutsu. There is a button in the top left of the Blender uvlayouut that lets you sync the elements. The one on the left allows you to edit elements independently, but the model has to be selected. In the top left corner of the interface there is a button for syncing selected elements. The mesh doesn't have to be…
- There is no difference between "straightening" and straightening. - Just post an actual test case of a element you are currently in the process of straightening out. That way you'll get actual practical solutions matching your need, rather than just suggestions.
Thanks for the images! Deciding on / adjusting the texel density a bit later has the main disadvantage of you having to redo stuff, so I wouldn't push it back too far. So now is probably a good time since you already have a couple of elements. Obviously, the texture for the chair would be smaller than the texture for the…
Hi guys! i'm an italian user, sorry for my english previusly, but try to undestand my idea. I'm 22 years old and i'm a newbie about 3d models and animation (but i love this things a lot). I can't take for the moment softwares like Zbrush or similar (to expensive for me). I'm writing today this thread for an help and who…
Hi! We're developing a stylized top-down Action RPG with 2D pixel art and mixed media elements. The project draws inspiration from titles like Hyper Light Drifter and Omori, blending expressive pixel animation with surreal, reality-breaking environments to suit our game's emotional narrative. Our current team includes two…
I'm a little curious as to why you detached pieces before unwrapping? Was it so they where easier to select by element? Normally I've only ever done (and seen done) people select faces in the UnwrapUVW editor on the model after the the modifier is applied. What I do is grab large chunks like the torso or an arm, do a quick…
I'd probably try to drastically reduce the polycount of that element (reproject it later if necessary) so you can manipulate it with greater ease to get a bit more even texture flow, or use soft selections and pinning along with relaxing (or combine both approaches) to get the best possible outcome, but there will be some…
This week I started working on the blockout for the sniper rifle and focused on building a strong foundation for the overall shape and proportions. My main goal was to establish the base forms and get a clean, readable silhouette before moving into any high-detail work. So far I’ve modeled the butt pad, cheek piece, sling…
Yes, variation came to my mind also (you got this far might as well go all the way with it). Can see the pattern on the green elements and it was a little meh to me, but otherwise i can understand how complicated these graphs can get. Makes me appreciate alternative sides of the production pipeline. Otherwise this is kind…