For the last three months straight I've been working on making low poly models for an Edo Japan period themed game. I'm doing it as a personal side hobby. In addition, I made a complete game design document, character drawings, did a whole lot of research, collected a bunch of references, and above all modeled complete…
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
Hey there, I'm pretty new to this forum but I was wondering if I could get some feedback on this CRT TV model I'm making. I've been trying really hard recently to really get good at 3D modeling and actually learn industry standard techniques and stuff like that. I plan on duplicating and subdividing this to make a highpoly…
Use the existing geometry on the cylinder walls as support loops. Block out the subtractive shape and adjust the segment count of the cylinder until there's sufficient supporting geometry and the subtractive geometry lands between the edge segments on the cylinder walls. Add support loops and merge into geometry that runs…
I know you're going for something stylized, so I'll try not to harp on this too much, but I tend to nerd out about swords, so I may still wind up overly verbose on the topic. The hilt looks good (though, I'd suggest if you're going for a sword resembling a Roman gladius, you could afford to exaggerate the size of the…
100k tris is fine for a main character in a game nowadays, but you should only use that as a loose goal and use as many tri's as you need to define a good looking mesh, which is very subjective. Main characters on console/pc will range from 30k to 200k this generation, depending on the game. As for topology, you are going…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…
Edge padding is the excess bleed after the edges of the UV island. If your bg is black, the black is going to bleed in. You can tell there isn't padding because of the bleed and most likely the texture you have only colors to the very edge of the UV's - it's redundant I know but hear me out. If you are baking in 3dsMax,…