Jump to content
  • Advertisement

geist2501

Member
  • Content Count

    3
  • Joined

  • Last visited

Community Reputation

0 Neutral

About geist2501

  • Rank
    Newbie

Personal Information

Social

  • Github
    geist-2501
  • Steam
    95galaxystar

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. geist2501

    Downward Dungeon

    Currently in development! A small classic 2D platformer with a retro artstyle. Play now on GameJolt!
  2. @jbarrios Thanks for the reply! I've tried that and it works to an extent, my issue is re-organising the hundreds of little pieces around the main scaled pieces. I've pinned them and tried to auto-pack but it doesn't consider the pinned pieces and just overlaps them. I don't know if I'm missing an option or if there's an add-on for it?
  3. Hey everyone! I couldn't find any rules about posting so I'm sorry if I've ignored some ๐Ÿ˜…. I'm trying to figure out how to properly unwrap (and in general prepare) a low poly model for a high poly hard surface model (below) in Blender and bake it in Substance Painter. I keep ending up with an overall low resolution because of all the clutter in the UV map. All the meshes are split by the panel lines so I can cleanly bake via mesh name in Substance, but the low poly is exported as one mesh. What I did with my last model was make a seam on every sharp edge, so that the bevels had no seams in them when baked to a normal map. I also found that putting a little interior 'lip' on all the panel lines gave the best result for baking the bevels cleanly. This means I've got a lot of individual pieces to unwrap, which was manageable on my last model, which was a smaller and less detailed handgun so I could let Blenders automatic island packer organise everything and it still looked good (resolution-wise). However on this model, there's way more UV islands to deal with, and as you can see my main panels are suffering resolution wise (That's them in the bottom left corner of the UV map). I'm quite new to this and don't have a mentor or even some friends in the field ๐Ÿ˜…, so I was wondering if anyone who makes hard surface game assets could help me out or give me some advice? I'm not even sure if I'm following the correct workflow. It worked with my last project, but it doesn't look like its the right way to do it ๐Ÿ˜ž. I've tried separating the unseen 'lips' from the main UV islands and reorganising the UV map myself, but there's just so many little bits and pieces, it feels impractical and that I'm doing it wrong.
  4. geist2501

    Downward Dungeon

    Album for Downward Dungeon
  • Advertisement
ร—

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net isย your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!