tomNomNOM
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tomnomnom.bsky.social
tomNomNOM
@tomnomnom.bsky.social
Metis 3D Artist from Winnipeg MB - Developing Art for Flipside Studio - Big Fan of Video Games - Big Fan of Cartoons - Big Fan of Art
Like so: the base textures have UV1, and another texture with transparency is used for expressions on UV2, blinking and some speech. Most game engines reserve UV2 for lightmap uvs though
December 7, 2025 at 6:23 AM
Fun tip: you can have more than 1 uv layout/channel for a mesh and with some very simple shader magic, you can use those uv maps to layer textures on top of eachother. Older N64 and ps1 games (N64 pokemon for example) used this technique for all the facial animations.
December 7, 2025 at 6:23 AM
For Blender specifically, selecting sharp edges, mark seams and then an angle-based uv unwrap can win you a lot of the battle. For straightening UVs (like for a pipe), 'Follow Active Quads' is a massive time saver. You just need a face with with aligned UVs for the isĺand to follow
December 7, 2025 at 6:12 AM
There's lots of little things about UV unwrapping and what tips work well depend on your software of choice but 2 big things that help are: keeping consistant texel density (How many pixels a mesh face has), and a good uv layout can save you work texturing in some cases
December 7, 2025 at 6:06 AM
Feelin' 4 u dawg
September 14, 2025 at 8:50 PM
Also here's the raw video of this render, probably the last time I'll use this specific model for a while.
September 4, 2025 at 7:16 PM
I never lost hope! NEVER DOUBTED FOR A MINUTE! THE SILKSONG IS REAL!!!!
August 21, 2025 at 5:01 PM
Looks awesome!
July 19, 2025 at 6:16 AM
This is the short in question, just some gameplay of Party Business Supreme: youtube.com/shorts/rOpU_...
You Shouldn't Have Seen This #partybusiness #indiegame
YouTube video by Thomas Murphy
youtube.com
July 18, 2025 at 6:54 PM