And about the iphone do not separate the uvs... As they said you can cut but keep connected the uvs together... or the number of vertex will be not cute here :) You can see an example I done with Unity here about the UVS//vertex number conflict : http://samavan.com/divershelp/Test_TriangleStrip_Cube_A001.jpg And here…
Don't worry about actual "polygon limits", but don't be reckless with your geometry either. Especially because this is portfolio. If you're reasonable with it, just make your geometry have nice fidelity. If you've got sections in your model that are chunky, don't fret to add a few more sections/loops just to make them look…
Hey dude! Your low poly isnt consistent over all. Some elements are crazy optimized while others are totally wasteful. The Tires for example are just insanely high lol. Heres a Tip: Keep the edge/silhouette the highest and work your way down. Put those saved tris back into the main shapes, add bevel edges to accomodate a…
Cool stuff, though that storm drain example was pretty bad - you can see similar artifacting on the desk example at the beginning of the video. I'd definitely like to see some higher-definition videos, maybe focusing on some more complex objects like multiple wires and cables shot against a sunset or something a little…
Hi! I've recently been getting into environment art, and I've familiarized myself enough with the tools to sculpt and texture a stone wall, for example. However, just having a texture on a flat plane is lame nowadays. So I'd like to add actual geometry to the walls, such as protruding rocks. Same for the ground! A simple…
I'm new to this wonderful piece of software and I've had a lot of fun making various substances so far. But I seem quite stumped by wood, of all things. I keep running into trouble making a good vein pattern that looks half-decent even while tiled. Have a look at the example here. I could totally use some help to…
So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…
@Boosted24v There's a lot of factors at play here but the majority of the issues with the model are related to inaccurate or incomplete shape geometry and noncontinuous / non-coplanar topology. When it comes to the actual modeling process the issue is more of what's being hidden by the n-gons rather than the n-gons…
Hey Equil, I just wanted to try and shed some light on some of the questions people have regarding the technique and the issues you've raised. First of all you are correct that this will not work well on examples such as these where the base lighting on the object doesn't look good. In other words the normals on the lo-res…
PREPRODUCTION I started off by gathering as much reference as I could, trying to recognize patterns on the temple pieces that could make modularity easier, even if there are going to be destroyed versions of these assets. Decided how I would break the different pieces for an efficient workflow that allowed me to have…