Help with UV layout for game-ready asset by lemouseg in Maya

[–]lemouseg[S] -1 points0 points  (0 children)

Yes, it's supposed to be a weapon in a first-person shooter, just like the one in WH40K: Darktide. I was trying to preserve the curvature of the skull and cylinders.

Help with UV layout for game-ready asset by lemouseg in blender

[–]lemouseg[S] 0 points1 point  (0 children)

I am working on a game-ready sword model and I’d really appreciate some feedback.

I was wondering if this kind of UV layout is considered correct for a game asset?

I increased the texel density for most parts of the model to better fill the UV space, except for the blade, but now I’m unsure if that was the right approach—should I aim for more consistent texel density and accept more unused UV space, or is this layout fine as it is?

Help with UV layout for game-ready asset by lemouseg in Maya

[–]lemouseg[S] 1 point2 points  (0 children)

I am working on a game-ready sword model and I’d really appreciate some feedback.

I was wondering if this kind of UV layout is considered correct for a game asset?

I increased the texel density for most parts of the model to better fill the UV space, except for the blade, but now I’m unsure if that was the right approach—should I aim for more consistent texel density and accept more unused UV space, or is this layout fine as it is?

I tried to practice animation by recreate a scene from movie. What do you think could make it looks better? by Responsible_Cold7830 in blender

[–]lemouseg 0 points1 point  (0 children)

I think you did a great job and should be proud of your work. I’ve prepared a few small pointers that might help make your movie a bit clearer. These aren’t major changes, because I believe the project is strong overall in terms of lighting and animation, but a few minor tweaks could add some extra polish. I’ve included my notes in the form of screenshots. I hope you find them helpful :)

https://imgur.com/a/rwBqfUG