Hey everyone, I am working on this character to possibly include in my portfolio. One of the issues I have run into is on the tunic. The tunic is ripped and has holes here and there. On the model, however, you can see the geometry instead of the alpha from the targa file. I am not even sure if this is possible, but is there a way to make the parts of the geometry not textured invisible?
Also, feel free to critique any other noticeable issues. I'm here to learn more and won't take it personally as long as its constructive.
Replies
Looking good so far!
@Fingus-you'll have to educate me a bit more on the second method you mentioned. I am using Marmoset to preview my models and do not know of a way to modify the shaders as you mentioned.
@Sybrix-Good catch, albeit, all of my seams are showing that white line.
The main issue I see with this one is that all in all your texel density is all over the place (that is, island A shouldn't be any higher in resolution than island . Use a checker mapped texture on your mesh, and make sure that all the squares are roughly the same resolution.
You do have some weird splits, I mean, why do you have each finger and toe unwrapped away from the main hand/foot? You have to allow a little stretching, and to be honest in these areas, its hard to see as it is, so making it really stand out with a big huge seam righ above the finger/toe is poor choice. You may be able to get away with mapping the entire body in one single uv island, depending really, by stiching the front/back together at the top of the shoulders? The cloth around the mid point actually helps because it allows you to split the islands in easier ways there, but it may be a good idea to actually move the "cloth" to its own texture, because it uses alpha masking. That depends on the engine, and if a draw call is more performance hitting than the drawing of a fully alpha tested mesh.
further reading on that topic here - http://androidarts.com/art_tut.htm
There are some issues with the anatomy, the back muscles - especially the lower traps need to extend further down the back. The triceps could be reformed, there are a lot of places where the anatomy is mushy looking which could be due partially to the low resolution of the mesh and the bake, this is really evident on the back of his forearms. The elbow joint is bending at a strange angle. The toes are very straight and almost look like finger, adding some curl and adjusting their volumes will fix that.
The alpha question - have you tried a .png with embedded alpha? I haven't used marmoset in a while and can't remember the file formats it likes.
I'd recommend going back and fixing up the sculpt. Rebake the occlusion and fix up the occlusion 'seams' on the fingers, toes, and armpits. Also since he is so lowpoly you may want to not model each individual toe separately, maybe for the lowpoly just make a 'club' foot and bake all of the toes together.
Also if you get rid of that black background and extend the skin color outside of the UVs, the seems will blend better.
And like previous people said, for the clothes, you'd need to use alphas to make it work.
@odium-good stuff. I went back and changed the seams on my model again. this time i left out all the seams on the hands and feet. The layout here is from 3D coat again, except this time I did not take the layout into maya to rearrange them. The reason I had all those seams before is because I had seen someone cut their model up that way on the hands/feet, which is why I treated my model the same way.
@s33th-yeah, I fudged up the elbow/arm after projecting the high res onto the retopo mesh in brush. I thought I could get away with it but obviously not . I went back and fixed the sculpt. The zbrush image is attached.
alpha problem fixed . I had to make a separate map for the cloth and the targa file worked just fine. Btw, png does not work in marmoset.
I am going to go back and bake the ao and normal once i get the new uv layout fixed.
@dustinbrown-i know about alphas, only for web though. Very new to creating alphas for game engines. I had the alpha channel in photoshop exactly the way you have it on that picture. The other alpha must have been causing the problem but moving the cloth to a separate map fixed the issue. That varga tut is awesome btw. i had it bookmarked but totally forgot about it. Thanks for the reminder.
Also, are you going to have him move individual toes? If not, you might as well just combine all the toes into one object.
The individual toes are something I would change to a lump foot, would look better mostly because this mesh is so low poly, it looks awkward. Its like for example, playing a game with really high quality art and then seeing a head with a point? Thats what it looks like, but the other way around here. The feet have toes modeled, but then, why is the polycount so low?
This is the biggie... What target is this for? You know, target spec? ATM, you have everything mapped out, yet... The arms, head, body, feet, everything, its all clearly just mirrored? Theres no point, at least how it is now, having it like that. You could likely not only increase pixel density a bit, but also half the texture size, if you mirrored it. If you dont want to mirror thats perfectly fine, but then at least make use of it.
@odium- the problem is I do not have a target with this particular piece. I merely created this exercise for myself to take a character from a high res sculpt into "low poly" mesh. Most of my current work is all high poly so I thought I'd go as low as I possibly could just to prove I could do it. It would be nice to grab a hold of a design doc with specs, etc, that I can follow so i can optimize here and there, as you mentioned. I totally agree with you that certain areas of the character could be mirrored, but again, for this particular exercise, that was not the initial idea. In this case, I can add some asymmetrical attributes to the skin, bruises, etc. so that the space isn't wasted.
I'm going back to posting in my sketchbook again so stop by when you get chance. Feel free to leave any feed back. Thanks again everyone!
Here's the final model...or where I stopped