Hey everyone! Another semester starts and thus another exciting assignment! Low Poly Animals. Fun stuff! Challenging myself a little more than usual this time around by auditing this Character Development class, which means I will be more on my own than previous classes, but I'm sure with the help of all of your wonderful feedback I shall succeed. Guidelines for this project: 500 Tris, 258x258 textures, and only diffuse maps with ambient occlusions allowed. Decided I am going to do a Dog, something along the lines of a Shepard so I can get some good muscle definition in the diffuse detail as well as having some nice fur texture. I got myself familiarized with the canine anatomy thanks to an amazing anatomy atlas book, and banged out some studies to get familiarized with the forms. Tomorrow I will start with the model and will update after I make good progress. Please do offer any feedback/comments and stay tuned! Thanks all!
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Are you going for a particular style with the smoothing groups? It looks a little odd on the front legs, making them look square.
In relation to the UVs, you could save space by mirroring parts, at least the underside of the dog
Additionally, it looks like the UVs aren't scaled evenly (the head looks to be getting more space - note how the checkers are smaller vs the body). That can be fine depending how big the difference is, but it has the potential to throw off your texture as well (if parts look higher res than others).
It's helpful to make the UVs straight where it's straight on the model (legs in particular). You'll find it's a lot harder to paint when your pixels aren't running straight, but have a twisting motion going down the leg. So all those UV islands that are slightly tilted? They're going to be frustrating to work on and in the end the texture is going to look off.
On a related note, when unwrapping legs, arms, and other similar things, I like to keep the unwrap as square as possible. Even if you have areas where the model tappers in (like near the bottom of your dog's leg) I keep that straight. The pixel density is going to be tighter in that area, but it's a fine trade-off for saving me the headache of dealing with pixels running into the seam at an angle. And again, it makes it that much easier to paint. This is even more important when using such a small texture.
It looks like your UVs aren't mirrored properly? If you have an edge running down the middle of your model (which it looks like you do) you can delete half of the model, unwrap it (keep the middle edge as straight as you can), and mirror it over. Then when you're in the UV editor, just grab one of the halves, flip, and weld.
You're working with a really small texture, so I would consider just unwrapping half of the model and leaving it at that. That will give you more pixels to play with the texture. If you do it right it should reduce wasted space on the unwrap. That's assuming both sides of the dog are going to have the same texture and you're not going for any asymmetry.
this is an interesting effect. made me think this is how some master sculpture would block out shapes when first starting. the top of the back hip bone in particular was against my impulse, yet was curious to see the outcome if it were sculpted to complete.
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You gotta make beter usage of that UV space. You have way too much unused space , cut up the UV's and try to fit them all in there. Also there's this one bit at the hind paw which looks really odd.
For rendering you could potentially get Marmoset Toolbag
Quick thing what I mean because I can't explain for shit.
Anyway , good luck on your next project.