Hello!
Today I thought I’d share one of my new favorite ways to deal with UV maps of low poly characters. One of the things that always frustrated me about texturing low poly is that I would lose that flat, shadeless look. I also find UV unwrapping a chore. I used to have a method similar to this, but I’ve found that selecting by material makes this process take literally seconds!
Texture Atlasing also saves TONS of data. Materials in games can cause lagging in games due to immense drawcall numbers- not
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2 months ago 00:00:36 1
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