About Me

An environment to create, means an idea i can bring to life. Hi There! My name is Michael Anthony Ghamloush and i specialise in a variety of skills related to game design, ranging from, uv mapping and texturing, to modelling and environment art. If you wish to contact me either phone 07710790739 or email me at MichaelGha@hotmail.co.uk. Cheers.

Monday, 14 December 2015

Solved Problem?

So today i was thinking about ways to improve my workflow to decrease time to an amount acceptable in the games industry, because now it clearly isn't. A mesh and texture realistically should only take a day or two for a professional and that's the standard i'm aiming for. 

Unfortunately, my time at university didn't allow me the diversity needed in this current day, where knowledge of real life reference like a tree, car or mountain wasn't attained.

Therefore i'm forced to do it now in pivotal situations, However, the problem that i may have solved is in regards to having multiple UV sets for a tree so the UV maps can be bigger resulting in higher texture resolution. 

Quixel does not accept one complete model with multiple Uv sets however it does support a series of grouped meshes, therefore allowing bigger UV maps for each. If i were to detach the branches and separate the mesh into multiple, and then group them up that would not cause an issue because the seams then presented are no different from the ones visible with a individual mesh.

This is because the only way i know how to uv map a tree is to un-stitch the separate branches attached to the main trunk, and Pelt them. It would be possible to then, in photoshop get rid of the seams by tiling a texture that has been cut out in the form of a uv though, which i may attempt with the use of spot healing and Cloning. 

So hopefully this new idea will work out well, and i can have a high res tree that doesn't require 8k textures to look good, Even though i can't seem to attain that resolution from anywhere, would be nice though :D 

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