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    File: Screenshot (942).png (1.07 MB, 1920x1080)
    1.07 MB PNG
    so i am starting to understand and am getting close to making my character, however i understand uvs and whatnot, and its starting to make sense, however how do u coordinate the folds of the clothes and the grey balnd geometry, i can imagine it being kinda hard to do without allot of trial and error, maybe frustatringly so, and how do u do folds and hair, any pointers and help would be apreciated thanks
    >>
    >>1033709
    That's just painting shading, you'll need to level up as a 2d artist
    >>
    File: lastofus.png (1.99 MB, 2814x1586)
    1.99 MB PNG
    >>1033709
    Why don't you just watch a texturing tutorial dude? This shit is Kindergarten knowledge.
    https://www.youtube.com/watch?v=sGN7Wby2thk&t=3s

    Or just ask ChatGPT.
    >>
    >>1033709
    The paint directly on the model, not in the unwrapped flat space
    >>
    >>1033709
    >>1033715
    Oldfag 3D artist here.

    First of all, yes - you really want to grasp some 2D painting 101 if you want to level up your low-poly art to the next level. Shading, clothes wrinkling rules, implication of mass and material... that sort of stuff.

    Next, and this is the big one:
    try FIRST making the texture file,
    and THEN unwrap your model manually ONTO the image. Yes, this is indeed how we boomers used to do it back in the day; make the 3D mesh's UVs adapt to the texture, not vise-versa.

    That being said, nowadays you could probably just BAKE an a-OK ambient occlusion map for the whole model, and then layer that on top of your flat- / celshaded model to speed things up.
    Manual touches are still required if you want to make things look good and consistent.
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