have a 2 meshes and 2 UVlayouts, one for head
![headuv.png](http://img232.imageshack.us/img232/7179/headuv.png)
and another one for body
![bodyuv.png](http://img853.imageshack.us/img853/6302/bodyuv.png)
What should I do next?
I think professional 3D Artist combines those into single one mesh.
So he has 2 textures on one single mesh or not ?
When I'm trying to do so I have one mesh and strange UV Layout:
![charuv.png](http://img41.imageshack.us/img41/6800/charuv.png)
Replies
I want to ask about how it should be done in a professional way.
a) 1 mesh (head + body), 2 materials, 2 textures and one uv-set for this?
b) 1 mesh (head + body), 1 material, 2 textures and second uv-set for the head ?
c) 2 meshes (head + body), 2 materials, 2 textures and 1 uv-set
d) something else
If (c) I have the following seam between head and body:
It is because normals direction of two meshes in border edges not matching each other
even if I make it hard of soft. That is why I think the better way is to have 1 single mesh for whole 3dcharacter
but I can't say it for sure. 3D Artists please help.
Normal maps are not yet baked, so I need your advice to combine head and body of the character in a right way.
Look at this professional uv-layout:
A yes to any one of these would bias toward having a separate face and body page. However it can still be one mesh.
Is this a generic NPC? Most likely a distant enemy or have distant interactions only with them?
If yes, it would be more optimal to have everything on one page, maybe even more practical to symmetry some elements, like the hands and legs, possibly the chest and face if essential in packing UVs.
If the body is going to be used with other heads, then you'd want to keep the head and body separate, in texture. Although it would have different heads, you'd only keep the head separate when you model it, but when you export it, there's a good chance it'll work better as a single mesh, but referencing two textures and materials.
A lot of games run this way, the face tends to get a devoted shader, what with SSS and rim lighting, etc.
Games like Skyrim might have two models being drawn instead, head and body, as the body elements are very reusable and the head is plopped on top, usually covering the seam with their attire.
A yes to any one of these would bias toward having a separate face and body page. However it can still be one mesh.
Is this a generic NPC? Most likely a distant enemy or have distant interactions only with them?
If yes, it would be more optimal to have everything on one page, maybe even more practical to symmetry some elements, like the hands and legs, possibly the chest and face if essential in packing UVs.
If the body is going to be used with other heads, then you'd want to keep the head and body separate, in texture. Although it would have different heads, you'd only keep the head separate when you model it, but when you export it, there's a good chance it'll work better as a single mesh, but referencing two textures and materials.
A lot of games run this way, the face tends to get a devoted shader, what with SSS and rim lighting, etc.
Games like Skyrim might have two models being drawn instead, head and body, as the body elements are very reusable and the head is plopped on top, usually covering the seam with their attire.
not the separate uv-page for head and separate uv-page for body. Is that normal ?
Or I have to put a head UV in the second uv-set ?
And finally I have the last question about hair uvs. How it should be done better ?
I have this hair mesh
and the following uvs for the mesh
But I've seen in Skyrim uv shells of the hair strips are flatten into rectangular strips
The problem is if I'll do so my hair uv shells will be easy-to-use on the layout
but checker texture will be stretched. I mean checker squares (