@jlampel I have a question about the Blender-Substance texturing workflow that was not really related to one of the lectures of the course, so I thought I'd post it here.
I want to render a shot of the this vehicle, but also some close-up shots so I'll need a pretty high resolution since I'll be rendering small parts in 1920x1080. I did some calculations and came to the conclusion that if I wanted to keep everything in one map and the same resolution the texture resolution would have maybe even have to be 32k, which is crazy high (especially for an average computer). Do you think giving the parts that will get a close-up render a seperate UV map with a higher resolution -comparable to UDIMs) would be a smart idea?
Thanks in advance,
Bauke
Hey baukepost , that model is looking good!
Separate UV maps and textures is absolutely a good solution👍 Thankfully, UDIMs are coming to Blender shortly.
@jlampel Awesome, thanks! UDIMs in Blender will be really cool and helpful.
williamatics I find this FN video explaines it the best :P:https://www.youtube.com/watch?v=DmuHLe6MjEA
n3b Thanks, I've used Substance seriously only once on this drone thing from a year ago (and it doesn't look that great), so it will definitely be a challenge texturing this big asset nicely.