Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
@killnpc Hey! You are right, you made me realize that I made a terrible explanation of my problem. I'am using a Blender plugin called GrabDoc, that allows me to easily bake high poly mesh to a plane. Then, I'll take the low poly mesh and map its UVs on this trim sheet. This is my trim sheet so far: So, my issue is when I…
Hi dzibarik! Firstly, I just want to put out there that I am no professional in the gaming industry, nor have I done a degree in Game Art, 3D Modelling or anything related to Game Art. I left my BA Architecture Degree because it was full of people I didn't want to be and the Industry seamed bleak to me (in my personal…
Hey guys, first ever post here :) Im currently working on my first "real" high-poly model, aka I want a mesh whose detail level could be controled with a subsurf. The idea came after seeing the wonderful realization of Stephanie Nieves "Biomodem" after some concept of Stålenhag…
My recommendation is to set yourself projects with the idea of practicing or learning something specific. Like as a character artist if I want to practice making hair for example I'll focus on a project based around that, or if I want to practice human anatomy I'll make a character that requires good knowledge of that. If…
The whole point of working on the grid is to have assets (which r mostly architecture modules) that can nicely snap and fit to each other when building the level in some game engine. It also helps to create simple visual guidelines for various dimentions, some sort of array of standartized sizes of your assets (say, 1m,…
(UPDATE THE CREATED PLANES DO NOT NEED ANY SEGMENTS) scruples, and Rhjs grid planes need to be lined up with the max grid, and need to be efficient to get thefewwest planes possible to fill up an area (yes my example up top is not perfectly efficient) the planes also need to have verts every .5 meters snapped to max grid.…
Thanks for the feedback. For the infinite smoothness I was referring to, an example would be making a sphere, then zooming in really close. If this sphere is a Nurbs object, then no matter how close you zoom in, the sphere will be displayed as a smooth curved surface at render time. If this sphere is a finely triangulated…