Generally, you want the UVs to be normalized, so pixels are all the same size in the viewport. If the game camera usually views the assets from a particular angle, such that some parts of the model are usually closer than others (near part of a FPS gun for example) then those closer parts can be given larger UV space. For…
Hello, Here's some more screengrabs with the tank, hopefully it's closer to the real thing @Arod529 Thank you. My advice would be to gather lots of high res reference images, blockout everything (every piece) and see how they work together, then put your favorite playlist in the headphones and start modelling them in…
Some people make diffuse only textures, it's the 'handpainted' style that's pretty popular right now. World of Warcraft is the most popular example of a game that uses this style, i think DOTA and LoL do that as well. EDIT: Correction - Didnt' see the part where they said they still have to do normal maps. In that…
Combined meshes will work, but it depends on the situation. Merged meshes will have cleaner lighting with less harsh transitions between the two parts. For example, combined meshes (no connected geometry) will work perfectly in situations where the 2 parts (or more) are individual objects if you were to disassemble the…
Thanks for the advice, Xoliul! You are right, I completely forgot to scale down unseen parts. Will definitely do that. Did not overlap the turret, because i plan on having decals on it (will it show incorrectly if i mirror?). But I will overlap the hull sides (not sure what its called, it may be what you meant too?). Would…
I'm making some shader adjustments. Don't worry about the artifact around the eyes of the high poly model, the artifact does not appear in the map on the model. I decide to op for translucency over masked, due to the constant dithering around the brow and lashes. Although the model is at around 140,000 poly or 130,000…
After all the problems discovered, i took a closer look to the rotated parts of my mesh on the normalmap. Correct me please if i´am wrong, but it seems that the only problem is the wrong lighting of normalmap: Any idea how i could flip parts of my pieces within photoshop? Not all parts are seperately, if i want do this, i…
Whenever I have a somewhat-symmetrical mesh, I either make my non-symmetrical changes at the end (convert to poly, edit on the half I want), or I keep two sets of meshes going; symmetrical parts and non-symmetrical parts. Another thing you could try would be instancing small parts and transforming them locally wherever you…
I think it's fine to make a temporary model with few polies, to get the good curvature. Indeed, the more loops you have to deal with, the harder it gets to have a clean curve. On the second model, you already have too much loops on the side. Also you should stop lines before the topology gets very uneven. Yeah you have to…
Yeah, give those UVs some room to breathe. Also the blank space to the left could have been used if you arranged things differently. Also you should priorize the island sizes better: you could have shrunk the bottom part of the hat or just overlapped it together with the top part cause they look essencially the same and…