In this episode, we cover the UV packing process for the helmet in Blender, ensuring that we retain the mirrored/overlapping UVs alongside the individual UV islands to better optimise our texel density.
In the next episode, we'll cover texture baking for our normal maps, ambient occlusion, and material IDs for use within Quixel Mixer.
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Chapters:
0:00 UV Scale
0:47 Main UV Islands
9:21 Medium UV Islands
17:32 Small UV Islands
25:49 UV Solution
26:17 Moving Overlapping UVs
28:10 Outro
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💬 Join the new Discord!
Looking for help with either the Blender helmet modelling tutorial series or the helmet texturing series? Join the Discord below for personalised help and share you finished creations so that I can see your amazing models!
/ discord
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Explore more of my Blender modelling work and stay connected on my socials:
🔗 / masterj2001
📸 / masterj2001
📱 / masterj.2001
🎨 https://www.artstation.com/masterj2001
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Want to learn how to create hard surface models of your own in Blender? Join me as I take you through a comprehensive Blender helmet modelling tutorial. Perfect for those interested in Halo and modelling in Blender.
Learn hard surface modelling for free in Blender with my Master Chief Helmet modelling tutorial series below. 👇
• Blender - Master Chief Helmet Modelli...