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first legit charchter model, UVWs.

polycounter lvl 12
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Rockley Bonner polycounter lvl 12
SFA3_Karin.gif
warinUVW1.jpg
warinUVW3.jpg
Any advice on these uvs before I texture, will i have problems when I start texturing? Is this good placement? Seams?


warinUVW2.jpg


theses are the areas Im mostly worryed about. Sense there is more surface area on the bottom the uv curves downward into the seam, will this be difficult to texture?

any tips or advice would be greatly appreciated! thanks!

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  • Rockley Bonner
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    Rockley Bonner polycounter lvl 12
  • Mark Dygert
    The modeling looks pretty solid, I like the silhouette of the model and it has some great forms.

    I think the unwrap could be better...
    There seems to be a lot of similar pieces that could easily be stacked. The character doesn't really seem to call for too much asymmetry so you could easily stack a few UV shells and scale up the pieces to make better use of the pixels.

    One quick thing you can do to mirror a character, is to apply the symmetry modifier to it after it's been unwrapped, it automatically stacks the UV shells, then you can make unique whatever really needs to be unique.

    Do you need the pixels in the face or in the neck?
    The face has a classic relaxed too much look, where the face is smashed into a tiny area and the neck and side of the head take up massive amounts of pixels. One way to get around this is to detach the face, relax it and massage it into a good shape then weld the neck on. Stretching in the neck is easier to deal with and hide than it is to paint on a squashed face.

    You really need to get a per pixel map loaded into the UV editor at the size you plan to use, so you can visualize just how big a pixel is on your character, as of right now you might only have 1-2 pixels for some of the fingers, so they might need to be scaled up depending on the kind of detail you want to put on them.

    Everything looks nicely relaxed which will help with distortion but unless you crank up the texture size you will run into aliasing problems. Sometimes its better to straighten pieces out so you aren't painting diagonal lines and having to deal with stair stepped pixels.

    Looking cool! It might seem like I picked it apart but really I think you just need a few UV tricks and some experience in texturing a model (next step) to get it where it needs to be.

    Nice work so far keep it up!
  • Rockley Bonner
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    Rockley Bonner polycounter lvl 12
    Awsome! Thanks man, I appreciate you putting your own time in to critique! Ill definitely put this to use.
    Do you need the pixels in the face or in the neck?
    The face has a classic relaxed too much look, where the face is smashed into a tiny area and the neck and side of the head take up massive amounts of pixels. One way to get around this is to detach the face, relax it and massage it into a good shape then weld the neck on. Stretching in the neck is easier to deal with and hide than it is to paint on a squashed face.
    I thought about the pixel density on the neck compared to the face and I was just going to role with it until I found a video on how to get rid of texture seams. When you mean detach the face do you mean cut a seam at the chin to her ears and then relax the uv island of her face? Thanks!
    You really need to get a per pixel map loaded into the UV editor at the size you plan to use, so you can visualize just how big a pixel is on your character, as of right now you might only have 1-2 pixels for some of the fingers, so they might need to be scaled up depending on the kind of detail you want to put on them.
    do you mean that checkered box where I stack all the uvs? how would I change its size?
    Everything looks nicely relaxed which will help with distortion but unless you crank up the texture size you will run into aliasing problems. Sometimes its better to straighten pieces out so you aren't painting diagonal lines and having to deal with stair stepped pixels.
    how would I go about straightening? would I do that manually?

    Again, thanks for the in depth critique and the kind words!
  • Mark Dygert
    RJBonner wrote: »
    I thought about the pixel density on the neck compared to the face and I was just going to role with it until I found a video on how to get rid of texture seams. When you mean detach the face do you mean cut a seam at the chin to her ears and then relax the uv island of her face? Thanks!
    Yea it's kind of tricky and you have to play with it, I find that cutting under the chin like you said will help the face from bunching up, but then weld it back together.

    Sometimes a selection of verts will sometimes relax better than an entire shell. It also helps to turn on soft selection, grab a few verts like around the eyes or mouth and relax just those areas, you can also try the different relax methods to improve the results.
    RJBonner wrote: »
    do you mean that checkered box where I stack all the uvs? how would I change its size?
    It looks like you have a custom checker pattern? So that might work if its the size that you intend to use. To display in the UV editor you apply it to your object and in the upper right corner of the UV editor you pick it from the drop down.

    This is the 512px X 512px checker pattern that I use. If you look close every pixel is visible. I carve this up into smaller sizes and copy it for larger. but this will give you a good idea of just how big a pixel will be on your model and how many pixels in a given area you can work with.

    checker_512.gif
    RJBonner wrote: »
    how would I go about straightening? would I do that manually?
    In the UV editor you can select a edge, click loop and then in 'Quick Transform' pick 'Align Vertical' or 'Align Horizontal'.

    You can also go into face mode, then into 'Reshape Elements' and click on 'Straighten Selection'. This will try to straighten all the edges and gridify or quadify your UV shell. It mostly works well with quads so watch out for triangles.
    RJBonner wrote: »
    Again, thanks for the in depth critique and the kind words!
    No problem keep the cool stuff coming!
  • trebor777
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    trebor777 polycounter lvl 10
    also to go in the same direction as Mark, straightening some of the shapes will help you with optimizing your packing :) and saving space for actual pixels.
    You have a lot of empty spaces on your current UVs.
    also it'll helps with lossy texture compression such as DXT if you ever endup puttin that in a game engine
  • Rockley Bonner
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    Rockley Bonner polycounter lvl 12
    trebor777 wrote: »
    also to go in the same direction as Mark, straightening some of the shapes will help you with optimizing your packing :) and saving space for actual pixels.
    You have a lot of empty spaces on your current UVs.
    also it'll helps with lossy texture compression such as DXT if you ever endup puttin that in a game engine

    Thanks man ill keep that in mind!
    Yea it's kind of tricky and you have to play with it, I find that cutting under the chin like you said will help the face from bunching up, but then weld it back together.

    Sometimes a selection of verts will sometimes relax better than an entire shell. It also helps to turn on soft selection, grab a few verts like around the eyes or mouth and relax just those areas, you can also try the different relax methods to improve the results.

    It looks like you have a custom checker pattern? So that might work if its the size that you intend to use. To display in the UV editor you apply it to your object and in the upper right corner of the UV editor you pick it from the drop down.

    This is the 512px X 512px checker pattern that I use. If you look close every pixel is visible. I carve this up into smaller sizes and copy it for larger. but this will give you a good idea of just how big a pixel will be on your model and how many pixels in a given area you can work with.

    checker_512.gif


    In the UV editor you can select a edge, click loop and then in 'Quick Transform' pick 'Align Vertical' or 'Align Horizontal'.

    You can also go into face mode, then into 'Reshape Elements' and click on 'Straighten Selection'. This will try to straighten all the edges and gridify or quadify your UV shell. It mostly works well with quads so watch out for triangles.

    No problem keep the cool stuff coming!

    Awsome! This thread has tought me alot already, I appreciate it bunchez!
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