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Relatively new modeler, working on making a low poly/hand painted

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Thread replies: 12
Thread images: 3

File: tree take 2 sldkgh.png (124KB, 1205x730px) Image search: [iqdb] [SauceNao] [Google]
tree take 2 sldkgh.png
124KB, 1205x730px
Relatively new modeler, working on making a low poly/hand painted texture garden type scene for school. Critique very much welcome, though I know there's not much to see yet. Gonna try 3D coat for the first time to texture, anyone have any advice/helpful tutorials?
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File: concept-tree.png (24KB, 646x366px) Image search: [iqdb] [SauceNao] [Google]
concept-tree.png
24KB, 646x366px
Bonus: Rough shitty concept art
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You should triangulate a bit more reduce the uneeded edges look at it from a bit of distance and see what parts, don't really change the shape and remove them.
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lol enjoy unwrapping it
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>>519648
>shitty concept art

Sconcept art.
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File: tree uvs.png (38KB, 531x531px) Image search: [iqdb] [SauceNao] [Google]
tree uvs.png
38KB, 531x531px
>>519660
I already did actually, though I'm not sure how good of a job I did. Hard to wrap my hear around UVs so far.
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>>519659
And thanks! I will do that!
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>>519735
No too many shells, each uv split, double the vertex count around the edge, so if you want actual low poly the less splits the better.
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>>519776
>double the vertex count around the edge
when will this meme end
this was valid 10 years ago
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>>519808
I don't know man, i've played some games where when they reduced UV islands the performance improved significantly when those models were in play.
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>>519808
It's still valid though and it won't change any time soon
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>>519660
Unwrapping is simple.
Thread posts: 12
Thread images: 3


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