Update on this little guy i am making for !
The details are done and i can now start on the UVs/texturing! Once that is done it's rigging time.

Slowly getting there!

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Finally complete with one of the most tedious parts of this model; the shoulders! It definitely makes the model look more complete though, it's just doing all the extruding, UVs, remapping, and texture tweaking that's taking a while. Stoked to finish this up and rig it!

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UnityのGenerate Lightmap UVsがキレいにベイクされないから直接にUV2を使いベイクしたものぉ...🍞🔥

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Finally. Finished this, I wanted to do better with the texturing but everything kept going wrong like my normals are all kind of fucked up for some reason and let's not even check my UVs, also this exam is for tomorrow so I just wanted to get it over with.
Original by !

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I think I FINALLY finished Kol's base body😭😭
I had no idea on how to get someone to do the map tattoo considering UVs and stuff and this ended up quite the challenge!

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I'm proud (Aún le retocaría los bordes de las islas de las UVs, peeero como voy a pintar sobre el modelo tampoco quiero ser tan tiquismiquis adsa)

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It kinda seems like they took Rock's face and recolored into red with color hues in Photoshop lmao
Curiously, the model used in the game doesn't even has the UVs for the eyes to be displayed

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Here's today's update. UVs packed and ready to paint. Been using Krita for this model. It's been interesting, but I will say I do enjoy the symmetry tools it has.

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oh god i stole his uvs oh no

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Toon shaded low-poly game ready character. Procedural animation and shading. No textures, no UVs. 🖖🏼👽 -

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It basically merges all the polygons into quads
Always messes up the uvs with fortnite models :C
I wouldnt recommend turning tris into quads on em

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Here's some progress i made on a style character, mainly got inspired by techpriests and admech stuff. Just finished the modelling, UVs and done some simple rigging.

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uvs done, started texturing. This feels like a single day project but streets of rage keeps getting in the way

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Bueno hoy hacemos UVS y empezamos a darle color al modelo, va a quedar to guapo ya vereis!
Os dejo una imagen del modelo propio y a la derecha el concept

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Firstly, the effect uses UVs, where the Y axis is towards the beach, and the X axis repeats around the island. Creating this was a manual process in Blender. Geometry with UV Y=1 appears as sand, and Y=0 as deeper water without the wave pattern.

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5 Cargo crates, all come with non-overlapping UVs, all objects are separated for easy texturing. Clean bevelled geo. Weighted normals applied. https://t.co/2t4I5advAV

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Wip of this model based on a concept by Dinulescu Alexandru. High poly, low poly and uvs done! He is ready for some textures!!

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Old vs. new

Tbh Disney really did go out of their way to compress the CRAP out of their textures, INCLUDING UVs. I dunno which director decided to go this route, but I really hope they never do this in any game ever again. :C

*oops the face is flipped but let's ignore that

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Retopo'd the handsome boy and baked some normals. I feel like every time I figure something out I realise I have so much more to learn: better ways to use UVs, better sculpting practises, better ways to topo for animations, not to cage the pelvis into itself to bake bad normals..

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