Hi, i am creating a low poly house game asset. After finishing modeling, i turn the house into n-gons with dissolving vertices (when finishing uv process, i triangulate) and i unwrapping the house selecting sharp edges. Here are example below: Is it a good unwrapping or could be better? Thanks <3
Hi,
This is pretty good unwrapping besides chimney, in my opinion, could’ve been done a bit better, but that’s just the way I see it.
May you also share your UV-unwrapping?
I don’t know this uv map is fit for texturing in blender or substance painter ( i have never used substance painter )
Hm, why is this one so black? May you make it a bit brighter?
Well yeah, chimney part could’ve been done better as I see it. You could even separate it by using Loose Parts and turn it into an induvidual object. As for the rest - great work.
May I also ask you, what these thin parts stands for?
Thanks a lot. These parts consist of windows and stairs, that is, small parts.
Do you mean better uv opening by separating the roof and window sections instead of having the house model in one piece? By the way, I’ve never used loose parts in blender. I usually use selection. I wanted to use a single piece because I thought separating the pieces could cause problems in unreal engine 5 (I’ve never imported a single piece model or a split model into unreal engine 5 before).
Sorry, I didn’t know you preparing this model for UE5. Since I’m not familiar with UE5, can assume that maybe you’re right. In that case, I think, you can leave in its current condition. Personally, I don’t see any of problems here. That’s just was my little advice. You did a good job tho!