I3yG-MaK Posted April 28, 2006 Author Report Posted April 28, 2006 Model is at 99% have to fix the neck... C&C. Quote
Skjalg Posted April 28, 2006 Report Posted April 28, 2006 Model is looking great, but you seem to have a few pixels left over on your uv... :] Quote
csharp Posted April 28, 2006 Report Posted April 28, 2006 Model is looking great, but you seem to have a few pixels left over on your uv... :] No legs, helmet, shoes @ uv Quote
Phatsniper Posted April 28, 2006 Report Posted April 28, 2006 Looking good but render on something other than black, can hardly see a thing on the first shot. Quote
von*ferret Posted April 28, 2006 Report Posted April 28, 2006 your face should get its own UVW and use a better layout to take full advantage. Then render on 50% grey so we can actually see something. Other than that, looks sexy. Quote
KoKo5oVaR Posted April 28, 2006 Report Posted April 28, 2006 Don't tell that is the entire UV ! Really sweet modelisation, hope you'll give him the texture he deserves Quote
General Vivi Posted April 28, 2006 Report Posted April 28, 2006 yeah i agree with ferret. if that is yoru real uvw map you should really take full advantage of it . a lesser example of this -model- http://www.generalvivi.lawgiver.us/imag ... t_wip3.jpg -uvmap- http://www.generalvivi.lawgiver.us/imag ... an_ext.jpg u know? edit: also you might want to bring your front pocket out a bit more on the texture. right now it looks like it kinda blends in with the vest. Quote
Skjalg Posted April 28, 2006 Report Posted April 28, 2006 How do you unwrap the head like that? It would be super serial cool if you could point me to a tutorial on that! Quote
I3yG-MaK Posted April 29, 2006 Author Report Posted April 29, 2006 This tutorial is created by me, i dont know if this is correct but is it what i do. First step is to hide all polygos that i dont going to UVmaping. To do this, select the poligons for the zone that u going to uvmaping, go to "edit geometry" and "click" on "hide unselected" or right click-hide unselected ( u can unhide in "edit geometry" but not in right click ). Second stem is to broke the image in zones, usualy are Front,back,sides,tob and button, that will cover all the geometry. Well now select the firt part with "poligon selection" as we made to select the zone that we going to uvmaping. When u have all your polys selected, drop a modification "UVW mapping" and do the same as the image or similar. depending of the model. When u finish that, Drop "Unwrap" and press edit key. BUT REMEMBER, VIEW ALIGN MUST BE GOOD! NOW MOVE OUT of the SQUARE: convert the entire geometry again to editable poly, and repeat the same operation for the side poligons ( be sure that u dont select any of the selected poligons before. (image lost, will add it after ) u will get something like this: THIS IS "BAD" and u have to move some vertex to fix. This is the fixed version: Now only have to fix and weld the vertex to make only 1 piece, by converting the entire geometry again to editable poly and adding Unwrap, it will show all you Uvmapings that u done before. Like this: Move the vertex to get a good UVmaping, the final result will be something like this ( finish the Uvmaping doing the same operation to the other half part of the head ): And DONE! ( when u finish all the vertex must be in the SQUARE ( in, not out )) PD: sorry for my english and the long of tutorial, sorry if i miss something too. Quote
Skjalg Posted April 29, 2006 Report Posted April 29, 2006 No this is great, thank you very much! :] I'm a grid nazi at habit, so I dont think outside the box when it comes to this, I never thought about welding all the sides together like that, sure it'll be a little stretching, but you wont have the ugly lines or edges.. thanks :] Quote
General Vivi Posted April 29, 2006 Report Posted April 29, 2006 oh snap we need to put this somewhere special so its not lost in the topics edit: btw i didnt know you could do a view thing like that . its very sexy thanks for sharing. Quote
I3yG-MaK Posted April 29, 2006 Author Report Posted April 29, 2006 I forgot to say that : Now only have to fix and weld the vertex to make only 1 piece, by converting the entire geometry again to editable poly and adding Unwrap, it will show all you Uvmapings that u done before EDIT: Thanks. Quote
Skjalg Posted April 29, 2006 Report Posted April 29, 2006 ah yes, thanks :] jeez this stuff is really really hard to get right! Quote
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