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This is a timelapse of the 3D Gradient Texturing process. This time, I focused on texturing each UV section of the color gradient column separately for each corresponding part of the model's color 🎨 #wip #3dArt #timelapse #speedmodeling
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How do you do the gradient on glass I can’t wrap my head around it. is it like 4 uv cuts and u rotate them out to do that in out shine effect 😭 imma have to try it for my self probably

For reflections, it can be a bit tricky, especially because you have to exaggerate quite a bit when displacing UVs. With the glass of this ship, it took me a while to get the correct effect ✨

Wow, that's pretty cool ! I'm curious about the topology though I guess all texts and details must be polygons based

Yes! All the information about the technique is in the post 🙌

Wow very interesting method to creating textures, never thought of it. Is this a viable method when it comes to games, making it like this instead of the more common technique of unwrapping in clean UVs and texturing it after. What is the pros and cons for each method?

I published a full analysis on but in short, it’s a technique optimized for mobile games and best suited for stylized, cartoony, low-poly art. However, for realism or semi-realism art style, it’s not really cost-effective to use

It looks crazy good! 😍

Thanks!!

Must be insanly time consuming finding the right gradient...

I extract the colors directly from the Reference using the Eyedropper tool in Photopea to create the texture map, and when it comes to texturing, it’s still faster than doing traditional hand-painting or baking PBR maps it’s true that sometimes you have to fight against the UVs
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