it's... uniform now, though i guess that's intended. don't have any UVs for this to follow that would make sense.

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it's possible for reignited!! but the way spyro's UVs are in the original/where textures are shared in various parts of him it would be pretty much impossible to do so in the original ;w;
but i did texture mod my initial spyro-sona, sprout, into the games!!

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Saw this design you drew, loved it, and went straight to working on the vectors and seeing how it'd look on Shadow's model as a potential alternate costume for MSA2 v6! It's WiP, but I think if I get the mouth done up, it'd fit pretty well. UVs are whack, don't mid 'em lol. https://t.co/5nnPJciWbD

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SO I'm ready for the premiere, but not for coming back to the fandom.😪

I'm glad that Jakei finally did it and can rest a little. This year was surely tough for everyone including me. But projects like this make me really happy💜

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of a new project, just finished most of the modelling/uvs and started texturing and baking it.
Low poly of the mesh is around 25k tris.

Original art from .artstation.com/artwork/R3815A

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live on twitch! Finishing some UVs and continuing my Legend of Dragoon head bust!

https://t.co/R6BziIJTCl

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One, circuitous path: to or for voxel remesh, then for cubic projection UVs, then over to 5.2 beta.

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no, i don't mind! i've always seen the term "sawtooth UVs" to describe the default UVs you get from spheres with poles at the ends. literally any straight UVs can get the effect though and has a ton of tutorials on the subject

but here's my UVs and the effect!

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AT LONG LAST they are done. time for me to move onto retopology, UVs, and texturing! thank you so much for guiding me this far and helping me bring my D&D character to life. I can't wait to put some color on them.

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Day for 4 does uvs and painting and optimizations

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3D is fun! I just learned how to unwrap UVs! Look at this dude!

Thanks to for inspiring me to start!

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last week was all optimization so not very exciting to look at but im starting to do the uvs https://t.co/9LsafJcV0Q

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hangar_uvs<noTAS>-7sec[lEgIt].LMP

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almost done with to network addon, just need to get UVs importing correctly 🙃

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aaand finished with the sculpt! I might do a fancier render in zbrush soon but since I'm going to be creating a game ready mesh for this guy that's where my energy on colors/texturing/lighting is gonna go

next up: retop, UVs, Bakes

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I'm going on hiatus from Xenoverse modding for a little. I want to try and figure out Cyberdimension Neptunia modding since it's within Unreal Engine 4. I thought why not try and recreate Shinku using Neptune as a face base. I had to edit the UVs to make her heterochromia.

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Added some quick color. Gonna learn how to rig it for face animations next! Even considering the 1,000-mile stare (which I will be able to fix with rigging), I'm real proud to say I made this whole boy in one day over just a few hours.

retopology and UVs!

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Here's the van on the main menu (which is the use case for the work in the tweet above). Because I'm not dragging individual verts around, the uvs aren't stretched in a weird way. A single texture can be applied to all of our skewed models and it looks correct.

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