So after three months learning blender for modelling and gimp for uv painting I've come up with this. It's created for a mobile game using UE4 and will be unlit in the engine. The props, wheels, rudder etc are separate for rigging. 2642 Tris, 512 pixel uv
The topology looks a bit strange in certain areas but it's hard to make any specific critiques on that front since there's only an animated pic and no wires shown. Though if you're going to be using pixel art for textures I'd use a much lower resolution so the fact that it's pixel art becomes more apparent. Bravo Air Race…
Thanks for the critique. Regarding the texture size, I think the next step is to see what it looks like in game. The target platform is the Oculus Quest which has a resolution of 1440 x 1600 and it will be the hero piece fairly close to the camera. I hadn't decided to paint it pixel style when I did the modelling and will…
Just posting this as an example towards the textures, uv layout and how you should consolidate the space you have. This example is using a 1024 (no engine goals in mind) This still has some bad uv spacing but you get the idea, pack it in better now so you do not do more work later if you choose to use this(your current…