Character Creation Process.

 


As the model was old I wanted to check over and make a few adjustments, the main ones being utilization the UV islands for better resolution (when I painted over under the leaves it would bleed onto the upper side, despite wanting to save island space for surfaces being shown this bugged me enough to want to fix it) and I wanted to double check for any bad geometry. I selected by trait/faces and filtered through the amount of faces on my model.

I fixed these up by merging vertices and creating edge loops that I linked together. I’m glad I resolved this as I didn’t want any issues when importing into Unreal. After quading my model I deleted any inner faces that wasn’t seen.

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