You should target a min or common lightmap res. Going to a higher with the same UVs should work fine. Going lower might work ok depending on the case. The idea is to optimize for the common case. Not sure if lightmass does padding so it might be important on the uv islands to avoid black shadows bleeding in. If it does…
I got some more work done texturing stuff. I textured the pillars and various trim, the pull-down ceiling things, the large pipe terminators, and a few other odds and ends. I also completely redid the walls on the first floor, because they were ugly. You can still see the top portion of these on other areas of the upper…
Hi! I'm working on a video game project by myself at this time, and one thing among many that I've been doing recently is creating a cartoony eyelid material in order to control a character's eyelids through a material rather than the usual polygonal eyelid. This is to make things easier to work with for this kind of eye…
The girl looks great! Good proportions, good modelling. Looks like she has been whacked with the grunge brush though, like she stood under the crap spray for too long. The gun in the second image looks like it is made of mud so it seems to be made of plasticine/lumpy clay. The first closeup looks pretty nice but there is…
Wrapped up the expression sculpts. If I were doing a likeness, I would try to spend more time here but I'm happy to just keep working through the pipeline for now. I booted up the Metahuman for Maya Expression Editor and loaded in my metahuman DNA file where I keyed the 5 expressions I'd be updating to match my sculpts.…
Finally exported the model with some test poses to UE and added hair material... kind of. I'd like to make some "portfolio" renders to wrap up the project for now. There are tons of things I want to fix and/or add, but this thing took much more time than expected, and I think it would make sense to take a step away from it…