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>> No.632997 [View]
File: 51 KB, 540x460, VroomVroomWithInterior.png [View same] [iqdb] [saucenao] [google]
632997

sorry for wall of text.

>>632993
in short, I model out of a cube (most of the time with a mirror modifier applied first). no such thing as high poly sculpt and remeshing after that.
at this point, I apply a ton of single color mats to my model just to get a first idea on how the textures supposed to look like.
then I add seams in appropriate places to get a nice uv layout (done by hand mostly, to make the most out of smaller textures)
after that, I export it, switch from blender to krita (or aseprite if going for pixelated textures) and paint that.
if painting on the higher end of texture resolution i sometimes startin greyscale to get lightning and details done first.
I still got blender open on second monitor to update frequently, so I see how the texture looks in 3d
If its a more complicated model texture, I paint a basic idea of it in blender first, to get a better start in krita.
after texture is done, and if the model needs to be animated, I add a skele to it, and work on that (no need for explaining how I do that, as I suck at animating anyway).
then, I export it and import into the Engine.
>>632994
>Programs read above, textures are differing depending on what I plan on doing, but its mostly 128x128-512x512

pic related has a shitty 128x128 tex, but most of the faces are single color, so i think i could fit it on 64x64
pic related got made after
>>632912
to find out how much tris I'd get when deleting the second car and adding interior to the first as well as looking how good the mesh lends itself to texturing.


if you wanted to know something different, lemme know, maybe i can answer it

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