Hi all! This site was recommended to me a few weeks ago, only just got around to distilling my thoughts into a question, I hope someone can help. Over the last couple of years I have been making models to go into a Star Wars Galaxies Emu server. simple things, I used to use Tinkercad, pushing that through Blender and such.…
The bake looks pretty bad in the pdf. Maybe not the quickest but the best would be to learn basic modeling, uv arrangement, retopology (constructing a lp version of the hp), baking a low from a high and texturing. Looking at the object it might even be more efficient to break the hp into bake sets. Have fun.
Well, others have pretty much covered it in the replies above : by doing everything in a voxel sculpting app (which can indeed be quite fun) you're pretty much shooting yourself in the foot if your goal is to get to clean and efficient game assets from there. Now there are indeed ways to convert what you have to ingame geo…
Those UVs are not good. They may work okay for painting directly on the surface in painter, but they'd be a nightmare to work with anywhere else. A good UV layout will be easy to parse on its own, should have a logical arrangement of shells based on material type and large rectangular pieces should be straight and axis…