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2D & 3D / Re: First low poly attempt, some help would be good. -Warning: may burn your eyes-
« on: September 27, 2009, 04:09:46 pm »
Rox, i'm amazed, such a lenghty reply!
I'll try to take something out of your precious advice.
I'm using 3DS Max, i found the command to snap vertex in a grid.
I completed that box using overlapped UVs:
However, i did some mistakes, like the front and the sides hadn't the same widht so it was difficult to align those "stripes".
Here's the UV:
OK, There's a lot of space left... but, hey, one step after another.
I'll try to take something out of your precious advice.
I'm using 3DS Max, i found the command to snap vertex in a grid.
I completed that box using overlapped UVs:
However, i did some mistakes, like the front and the sides hadn't the same widht so it was difficult to align those "stripes".
Here's the UV:
OK, There's a lot of space left... but, hey, one step after another.
Often, for low-poly, low-res stuff, what you can do is sacrifice some polygons for the sake of preserving texture space. Like, if you have a house there... I think that's what it's supposed to be... You could add one more edgeloop along the longest side. That way those awkward, elongated walls will turn into two nice squares that you can overlap, and at least have the texture repeat once.I got that after i started to texture it, so wehn i add another adge it messes up everything. You have a point, anyway, i could just mirror that square in the UV. Smart.