T he next asset I've got around to texturing is the sorting table, and the renders are now ready to share! Like the pot launcher before, I discovered a few topology issues that bothered me, specifically the wheels and latches (see here ). So, I tidied them all up in Maya, drastically reducing the poly count. Booyah. In Substance 3D Painter, I was conscious to keep an eye on scale when texturing. The crab sorting table has quite large surface areas, so I had to constantly be aware of texture scaling to make the object look as convincingly accurate and readable in size as possible. After messing about with basic lighting and renders in Iray , I had a fun idea. I opened the sorting table and my king crab model into a scene in Maya. Using the node-based procedural effects tool MASH, I created a bunch of king crabs, scattered them using a random node and placed them above the table using a transform node. Next, I distributed the duplicates so no geom...
A bout a year ago I posted my top tips for UV unwrapping (see here ). Since then, I’ve FINALLY started working through my backlog of models and texturing them (some of which I created five years ago…where has the time gone?!). While prepping these assets, I spotted some un‑optimised geometry that needed fixing. This then felt like the perfect opportunity to share a few more tips on how to shave off the poly count. Like UV unwrapping, model optimization is a necessary evil. However, unlike UV unwrapping, you can adopt what I like to call the 'polygon janitor' mindset whilst you build the model. Here are five tips I've found particularly helpful while mopping as you model: Pre-visualization: Before you start moving pixels, picture how your asset may look like untextured in wireframe view. Visualize the curves and edges. Is this a hero prop or a background asset? Are there specific areas that need more detail? How close will the viewer/c...