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>Total noob in 3d modeling
>Made few lowpoly models
>Used materials as textures


I want to make lowpoly game on Unity. I want to do everything properly. So I am thinking about making texture palette (very small texture with squares of different colors) and UV mapping models. But how to do it?


I really don't understand the process. Can I unwrap different parts of the model on the same place?


This chameleon is one of the models I made.
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in texture paint mode, you can mask areas by polygons and then use the fill brush to add color
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you can make a color pallette in blender but i have no idea how it works, im sure there are tutorials for it
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>>618157
Wait, so you're trying to do things above your current ability? Why don't you try to learn about said program before jumping into the projects you want to do. You need to learn basics first
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>>618157
>Can I unwrap different parts of the model on the same place?
Yes.
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>>618157
Just a heads-up, but making meshes faceted is a quick way to rack up massive vertex counts, so your "low-poly" isn't so low anymore.
The reason behind this is that any time a polygon belongs to a different smoothing group from the one adjacent to it, the game engine is going to break it off into a separate surface. In other words, a standard cube has 8 vertices as far as you're shown, but actually has 24 vertices as far as the GPU is concerned. Now imagine the clusterfuck you end up with if you make something like a sphere faceted.
A potentially better way to do this is to smooth the mesh as normal, and bake out a normal map based on a faceted variant, so that the facets only exist as normal details. Since you won't be having a lot of texture maps anyway, the shader units on the GPU are going to be sitting around idly, so you may as well make use of normal mapping to handle the look.
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>>618322
Aha that advice totally doesn't seem above the OPs skill level
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>>618157

Use a lot of mirroring of UV's is a big plus, also recognize priority parts for textel density. What this means is face parts/eyes will have more UV space than other parts like the body, so you have the detail where needed. See some examples this thread:
>>>567101
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>>618157
https://www.youtube.com/watch?v=L7ALfRw6I5I
apply principles outlined here to whatever program you are using
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>>618157
also i would suggest reading or watching about how to paint real life miniature models. lowpoly texturing works the exact same way
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>>619093

No. I wish it were, though.

--

Use common sense when uv mapping. Try to pack things manually, get everything straight, a little bit of distortion is'nt the end of the world. Try to get cyllindrical shapes in a rectangle, boxy shapes as an unfolded cardboard box, sphere type shapes as a latex face mask.

In maya 18,you can use overlay similar uv's for mirrored objects, be sure to flip the uv islands so they match up first though. I also like using the get/set texel density to get the relative density distribution right and then scale and pack everything manually and logically fit things together




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