Cleaned up the UVs and setup color nodes, so now I can start tinkering with the procedural textures. I'm still not sure where I'm going on color, scale, placement, etc. I like to move sliders and curves around and see what pops out at me.

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Really rough colors slapped on for now, but working on UVs atm after I finished rigging. Going to work on eye tracking and emotes tomorrow after textures are even and polished. Ideally would love to give her a gold confetti canon emote when I'm basically done with the model.

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Another super small window of free time and another quick update... next step UVs and a quick texture bath

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also some good ones: my shading studies, and the beautiful shark spaceship that got fucked up (y'all have no idea how painful that was, i perfected the UVs, saved, came back the next day, and it looked like that. No undo.)

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I am not doing this as I would not be able to make it an actually optimized mod (as the shoes have EIGHTEEN 2048x2048 textures). I was gonna make a "texture atlas" in a grid for the different UVs but like ew the shoe model and materials are obviously designed for marketing

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✨Final mesh is done and i've layed out the UVs. Tomorrow I start Texturing! Exciting!!

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i had the uvs the wrong way round 😗

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I just drew the entire time since last night (minus food/bathroom/sleep)—now I have an idea how to fix my UVs without any hassle! I know the method worked in Blender 2.8 so I’ll see if I can find the right commands in 2.9. See, sometimes you just gotta do sth else and boom! Idea!

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May as well show off what I've been doing for the past 3 weeks. Currently in the process of mapping out the UVs.

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✅ UVs tidied up to match the different wall portions and ceiling heights.

This was a bit tricky to get my head around because I had no idea how UVs worked and what kind of calculations I should be making.

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Behold! My foundation year of Game Art uni work, I had absolutely no idea what I was doing at all and I really could not get my head around UVs 😱 The sculpt on the right isn't my most recent 3D work - it's from mid October but one of my most recent personal works. https://t.co/FpxjpXfw3t

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I made this in 3D first and got the pattern off of the UVs.
The Uvs were made like sewing patterns rather than normal UVs or theyd come out wonky...
I think the model and UVs together took me an hour to complete with minimal edits needed to the physical paw!

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Okay, UVs are all there, also made a "potat". Now on to preparing it for export.

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➡️Restoring Lost UVs / White Meshes

New writeup on resolving a common bug in Maya when combining / separating meshes

https://t.co/4DO6nRsdPP

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Retopo, UVs and bakes done, and already working on the textures!! :D

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✨UVs done! Ready for textures. Also added a collar and defined the glove on his right hand because my dumbass forgot them

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Spent a little more time this morning redoing UVs and baking maps again because the ones from yesterday were a hot mess and I wanted to make sure I understood the process correctly

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Retopo and Uv's took a bit! I wasn't sure how to do the hair at first... when am I ever? it took a while to tetris the UVs! 😭
Jumping ahead but this image fits best here sdfjkhf I mixed 3dcoats gradient tool and a lil handpainting to match the lighting on Danis outlines! ✌️😊

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Yall ever just mess around with phongs to make them look pretty? 👀💖
Done with the retopo but yeall know me... I might change that hair again, Halfway done with UVs! 💕
Concept by the incredible @/danipanteez 😊
https://t.co/GXqjNLFXs2

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First I made sure to sketch in Clip Studio Paint a side/front view sculpting reference from October's ref sheet. Then I took those ref planes into Zbrush to sculpt the character. Using the Polypaint feature I painted her markings and then generated UVs in Zbrush to bake textures.

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