Normals!
Starting off Week 9, making sure all my normals on my objects are facing the right way! If they’re not, it makes texturing in substance painter an absolute nightmare, so its time to make sure they’re all facing the right way to make the texturing process that much easier.

Now from this perspective, everything should be blue, because we are looking purely at the outsides of objects and not the insides, blue = outside, red = inside, heres an example of an object I flipped normals on this week.


Note how all the red is inside, and the blue is outside the faces, this process is done by me selecting the faces and using ALT+N to recalculate the normals inside or outside, depending on which one I select. This process needs to be applied to every object that has red on it. Usually I wouldn’t know where to start, but blender has a viewport option that allows you to see the face orientation (normals) of all the objects.
More UV’s!
Since I spent last week UV’ing terrain, now it was time to make sure my models were fully ready for texturing by UV’ing my polymodelled assets.








For some of my models, I made use of smart UV ONLY, as some models were too expensive to my time to fully UV, for example the flats, as I could’ve UV’ed the base one before I copied it over, but I didn’t do that, so Smart UV was my next best option, having models ready for Substance was the goal of this week, so next week I aim to start texturing assets! See you in week 10!