Well that was a fun experiment, but i dont understand UVs and Retopology so thish is probably as much as ill do for now. much better with hair and some color

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For modern games, why not just modify the UVs in the shader the same way you're modifying the geometry?

https://t.co/w2rNsbiZE6

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i made a separate chain of save files to see how chopping the limbs at the elbows would work with the asymmetrical sleeves. it seems like it would work okay, once i fix the UVs

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I was told that there was some texture / seams seen on the Gara Helmet, which have now been fixed! Fixing tints due to new UVs and will upload soon!

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Back at it! Finished the main body Sculpt and Low res version last night, now onto the staff then uvs. https://t.co/wcicCaPqvb

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Set myself a personal challenge to finish modelling, unwrap and textures for these video cassettes by the end of this weekend. Was a close call, but I did it!! and UVs in textures in and Photoshop

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here are some more screenshots of the assets from a game project i'm working on! just finished the UVs for this one yesterday, time to texture it :p

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hey guys! doing some streaming! gotta get some topo done before uvs! https://t.co/CnMSNHEwOy

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Hey! I wrote up an introduction to using World space (projected / planar) UVs and Triplanar mapping in shadergraph. Hope it's useful to someone. 🙂

🔗https://t.co/Or9aTV6y5o

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Heading into the new year with a fresh modeling project! I'm making a space ship, with my overall goal to get my uv maps looking good/well laid out. Here's an early look at it!! Still gotta finish modelling some pieces, then I'll be working on the uvs.

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Can I be proud of our level and the fact I could import my Uvs to for the first time? 😊
Btw this is just a 6 days prototype. Let's see what we can get by friday.

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Viper : The Dominion Military Class Multirole Gunship.
Looking pretty badass all dressed up with new UVs.

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Forgot to add the tail dildo thing so that's there now. Setting up UVs now which is annoying but its getting there.

I never mentioned what this is so yea this is a standard definition Spyro model. Using about 1.8k verts instead of 12k.

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Close up screen grab 1.
So much fun and pain making this creature, I'd rather unwrap UVs for days than attempt complex rigging (not that it's even that complex really😉).
Sculpt done in

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For making the thing, I actually used the 3d modeling program Blender to design the thing so I figure out what textures I would need to put on each face. I then exported the UVs (Or the skin of the model) and put them into Photoshop where I drew over them:

0 2

I finished retopology, uvs, and baked my normals and ao today! Tomorrow ill be rigging and making the greyscale textures since I want to have customizable color palettes per player.

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Finished up the retopo and should be able to get the UVs done today... and then the fun part begins >:3c

0 2

Changed the trees 🎃UVs done and ready to texture. Thanks for all the support with this piece everyone! 🎃

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