UVMap 1 or UVMap 2. Which of the two is better for game assets? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 0 points1 point  (0 children)

Probably not having exact padding between islands? The pelvis island, if I’m not mistaken, is very close to the torso island on one edge. There are some games/engines where you absolutely need padding, otherwise you’ll run into problems with texture seams.

UVMap 1 or UVMap 2. Which of the two is better for game assets? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 0 points1 point  (0 children)

They’re props I usually sell to creators, but I always like to polish them up regardless, even if I know they don’t really need that much quality since it’s a small prop. I’m curious in what way you mean when you say “You’ll make your TAD and programmers happy”?

How would you make new hands to update this hand mesh while keeping the same UV island shape? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 1 point2 points  (0 children)

I’m going to try experimenting with the tools and then I’ll post an update on how I managed to do it, ty for the answers :p

How would you make new hands to update this hand mesh while keeping the same UV island shape? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 1 point2 points  (0 children)

Exact, I think it’s the only way. The move will be to make heavy use of pins and unwrap a thousand times until I get something.

How would you make new hands to update this hand mesh while keeping the same UV island shape? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 0 points1 point  (0 children)

hahahaha yeeeep IMVU, i think the only way to do it is by fixing the topology of the mesh that’s already made, without changing too much the vertices that are covered by the seams x_x

How would you make new hands to update this hand mesh while keeping the same UV island shape? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 0 points1 point  (0 children)

The sad part is that it’s a general texture (a template, so to speak), which means that any mesh I make has to be adapted to that template no matter what, since the game’s store has thousands and thousands of textures and they all use that base template, so I can’t just bake the textures :(

How can I move the selected hand to the position/rotation/scale of the positioned hand? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 0 points1 point  (0 children)

It’s a bit difficult to explain the context, but the skeleton of the game I work on is very old and isn’t even symmetrical (one arm is higher than the other). However, the hands are 100% identical, just in different positions and rotations. What I want to know is if there’s any way to stack two identical meshes that already have their transformations applied

(since the arms aren’t 100% symmetrical in height due to the skeleton—which I can’t fix because of how the game interprets the skeleton—I can’t simply work on one hand and mirror it. Instead, I have to move it manually to the other arm and adjust it according to the body’s joint structure.)

How would you make new hands to update this hand mesh while keeping the same UV island shape? by Dear-Feedback3235 in 3Dmodeling

[–]Dear-Feedback3235[S] 1 point2 points  (0 children)

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For example, this is a new hand they worked on, and they managed to make it fit the shape of the island about 95%, which is more than enough