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#1 (permalink) |
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Game Art Student
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Concept to 3D - Rifle
For which Engine - NA
Current Polycount - 2110 Max Polycount - NA Texture Size - 1024 Description of background information on piece - creating a 3d model from an original concept of mine Where are you looking to receive criticism - I'm having some trouble with my UV map. I did automap with 6 planes in maya but that created way too many little bits, so I decided to do planar mapping and unfold the edges. I've been fiddling with it for several hours but my uvs still look terrible. I'm still a huge 3D noob, so if you guys can help me out I'd appreciate it, thanks ![]() _________________________________________________ Concept ![]() Render ![]() ![]() ![]() Wireframe ![]() Texture Sheets ![]() |
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#4 (permalink) | |
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Game Art Student
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Quote:
I had a question. Since this will be almost completely symmetrical is it possible to just map out one side? |
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#5 (permalink) |
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Artist
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looks good so far, i like the way you've put the scope. Although I think you should model the cable that's attached to the scope and the little monitor (i think that's what is).. and have attached along the side of the gun. Also you have an edge running down the middle of the gun, which you don't need.
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ibrahimwahab.com |
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#6 (permalink) |
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Artist
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nice one, when your going to be skinning metals its a good idea to keep the UVs like... straight and aligned to vertical or horizontal planes so that you can paint it easier. EG when making scratches or those sharp edges with the dodge tool its important to be able to use the fall off of the brush, thats harder to do if the UV is on an angle.
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#7 (permalink) | |
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Game Art Student
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Quote:
Thanks for the feedback guys it really helps when trying to learn this stuff on my own ![]() |
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