Sounds like you are describing color ID maps (or clown maps as I heard another member here call them :) ). You assign solid colors to portions of your high poly (either by way of polypainting in ZBrush, materials with solid colors in Max/Maya, etc) and then bake out a texture map with these flat colors. You would then use…
This will explain the uv thing a bit. I did this with solid geometry, but you could use the same concept for alpha'd planes as well to get the shape you have. Or even better, solid geo for the base shape and alpha planes for the "claws" A little more on how i did this: 1. I make a low poly mesh 2. I copy part of the low…
Hey @MisterWolfen my end goal is juSt to make a game character. I am quit experienced with lowpoly models and Uv unwrapping. Now I am dedicating my time on this model to be completely game ready. Also want to learn normal map baking. I will look into some ref images as you mentioned( I used a ref image for basemesh). Also…
Hi! You could model the missing geometry, create an additional UV set and unwrap, then transfer/bake textures from original to new UV set. Once baked, you would have to improvise/fill the texture for the missing parts of the body using the existing ones as reference. Could of course create a highpoly (I assume none exists)…
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
The way I would do it is make the general shape I want, and subdivide it until it's very smooth. Then I'd use the reduce tool (with preserve quads set to 0, and all "feature preservation" turned off), to reduce it to a very low poly count. Then I'd harden all the normals, to give it the faceted look. Here's something I did…
The problem with this line of thinking is that you have to be humble and leave your personal opinions out of the equation. In a PBR pipeline, any lighting information in the albedo / diffuse is technically incorrect. You can't argue or disagree - it no longer is about artistic style but cold, hard shader math. If you are…
What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
Hello everyone on this forum! It's the first time I publish my WIP here, though I visit this forum regularly and it's a pleasure to I think it can motivate me progress faster, and ask for your help, because any advise on this stage you can provide me with will be appreciated. I decided to make an environment scene for my…