Hi everybody! I already read many posts on this topic, that there is no perfect number for texture sets about game characters, but I feel like I'm abusing it too much.My aim was to have 2 4k sets, which is what I tried at first, but i was losing too much detail from the sculpting. After several tests I endend up with 12 2k…
Texture baking software will only bake what's inside the 0-1 uv range. If UVs overlap, you might get interpenetration errors. More about that here. http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates Don't worry too much about optimization. Just work within reasonable limits, and most importantly make it look…
You mean straighten by hand?I used pelt mapping, relaxed and then created smoothing groups from UV Shells with Textool. Is there another better approach you would use for something like this? Update: I just tried to unwrap again a UV Set differently, by not make cuts based on the smoothing groups I want and yes the result…
Sorry I just realized that I posted four times the same UV Layout :'( Now I updated the images... What do you think?Thanks for the advice! I would like to not have total symmetry when texturing but for some pieces I can, maybe sparing 2 or 3 texture sets.
How much resolution you need depends how you presenting it. Post your uv layouts and the experts can say if you doing that efficiently or not though. Twelve materials does sound like a lot. I think if you download the free paragon characters from epic you will find most have two to five materials per.
Yeah that's what texturing is. The baked maps is a starting point. Many of them you will edit heavily. Many of them are only for utility. Some maps, like position, curvature, thuckness, are intended for use as mask or generator filters. Anyway, you can find a million usages in all the easy to find tutorials from the…
I recommend putting the maps that you baked into a folder called "model baked maps". Keep those for backup. Then, yes absolutely edit the maps. In p hotoshop or substance. Most maps are multipurpose. Want to get dirt in the cracks? Use your AO as a mask and use levels or curves to adjust it's range. Just one example. It's…
Thanks everybody for the advices given. I will improve how the UVs are set, crank up the resolution as this is a portfolio piece but with much fewer texture sets. Just one last question: is there a way to enhance maps in photoshop? I don't know with some overlay or editing the contrast? Is it advisable?