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.
The title is true. Assigning weights to free rigs in skinning practice. I can't seem to get the weights to work on the hat in the image. What I am having trouble with is assigning weights to each joint in a nice gradient. I was able to assign the weights to one joint at a time. For each joint, we have to select a vertex…
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!
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.
Use a reference so you're not just tossing materials on boxes. Your materials standout better than the modeling, layout or composition. And put it in a real time game engine