Highpoly process, a bit about assets that I did in this project!



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Oh Goody! A newly minted NFT titled "Mangekyô II" on hic et nunc! This piece is part of the Mangekyo series. This composition uses uvs coordinates to generate a kaleiodoscope. (Made by https://t.co/8sFMyFjnD8) https://t.co/OX6bvb8hZB

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Progress on my character(s) for Counterpointe! Going back to fix some things based on what was said in crit today, and then it’s on to UVs + materials ✨

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The body UVs are laid out. Spent a LOT of time straightening them all out to make lining up shadows slightly easier. This is something I had no idea how to do on my first revision. Still a long way to go, but one of the worst phases is over.

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Finally reached another note worthy step in the process on the Ystra model! Uvs are all that's left standing between me and textures! Really can't wait to texture :D

and again Ystra is designed by ! Go check out there cool work!

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¡Acabado! Hecho sólo en 3 días, bastante proud de este la verdad, no me gusta demasiado texturizar en photoshop pero es lo que tiene no hacer UVs, bastante feliz <3
Agradezco los RTs <3

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People have been asking, so here's a closer look at how I lay out my UVs. I try to get as much as I can into square shapes (and cheat a little for stuff that's a single colour). Also you can find my general process here: https://t.co/T70kzBHvAL

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Been spending the day on the project part from Switching to Blender! We'll go through how to make an axe start to finish: Modeling, UVs, sculpting, texturing & shading, lighting and rendering.

Next up, Ill add runes to the blade of the axe and improve the metal shader

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Finally back on that train 🚂💕✨
I was slowly chipping away at retopo, model adjustments from the sculpts anatomy, and UVs for a quite a bit! Glad to be handpainting 😅

Follow along with my process thread 👇💖
https://t.co/EZJKx514WQ

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I've been trying to get back into doing textures like this, aligning the UVs perfectly enough to pull it off takes practice...this guy has got it down pretty good. Only program I could figure it out in was 3dcoat but I think most indie devs are using Blender for it right now.

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FINALLY !
Retopo is done, time for the UVs and textures 😭

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My workstation seems to have stopped exploding long enough for xgen to start working. There's some bleed between the uvs but we have Yosemite Sams stash goin!!

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alrite, done for today. mapped out all my UVs for the main body, going to start propery texture painting soon TM

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I don't know how Maya's attribute transfer works, but I'm assuming it doesn't map exactly?

One way I've used before in a pinch is using "UV indirection" - using a LUT to remap one UVmap to another:

1: Different UVs
2: Bake UVs to a texture
3: Run UVs through the LUT to remap

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The textures themselves dont match UVs properly so heres a comparison
The third image shows this overlay. Near the bottom right you can see where the change is most present, the original red belt is still there just painted over. UVs moved so just draw over it

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Thanks for those who hung out on my stream!! I actually powered through Vi enough to finish her UVs for my next meeting with @/YBourykina 💖✌️😊
Hopefully we can fit them a lil better 💀💦 Vi's gauntlets are a LOT
Concept by the wonderful @/itsiansu✨
https://t.co/HA7aj8k3ZD

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Its not perfect though, after that you gotta manually go through the topology and clean everything up (if you feel like it of course).
It'll also cause uv issues if you don't check "Compare UVs" in the dropdown thing that apperas in the corner.

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I'm happy that I'll be able to paint in any 3d surface with no much problems in the UVs seams. Took long time to figure it out. I'll stress test it in the near future.

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Here's an update on Karma's model! I still haven't fixed all the UVs yet and need to tweak the fur particles + add texture to the teddy bear, but I'm really pleased with how her model looks so far :')

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