Hello! I'm fairly new to polycount (joined in Februaryish?) and started a thread over in the 2D place upon joining. School got busy and I had to focus on that, but since it's Summer and I only have one class to worry about, I wanted to push hard on my skills, especially 3D.
I've searched the forums and wiki can't seem to find the resources I need, but I'm having some issues with something I modeled. If this is a dumb question answered all the time I would love a link guiding me in the right direction
So the other day I drew a dude holding a sword and I decided it would probably be a nice simple prop to attempt to model:
Here are some views of the model (I included the second one to show geometry that I think might be part of my problem)
Feeling that I liked how it looked and it was time to start UVing junk, I watched a tutorial on DigitalTutors:
http://www.digitaltutors.com/tutorial/1393-Getting-Started-with-UVs-in-Maya
I did cylindrical mapping, ending up with this mess of stuff:
When I try to sew edges together I get all sorts of overlapping UV's and junk everywhere:
What's the best way to keep geometry simple and then get it all nicely splayed out? I took a 3D class in school back in 2012 but haven't really done much until now and that sword handle is throwing me for a loop.
Thanks again, polycount.
Replies
http://wiki.polycount.com/wiki/Texture_Coordinates
Your model looks like it has extra edgeloops which aren't adding to the silhouette or the form. Along the leading edge of the handle, you have three edge loops going down it, but only the center one is needed. The other two should probably be removed. Here's a quick paintover...
I would do a planar projection to get the profile of the sword, then put a split straight down the middle which leaves you with 2 exact shells.
Then then split the parts that don't really face in the planar direction like the bottom of the hilt.
When you've done this apply an unfold to the different pieces and you have a decent starting point, the approach might be different depending on what style you aim to texture the sword.
Here's the FBX file: https://drive.google.com/file/d/0B7m3EkWf1vh6d0QySUVSbm5HZmM/view?usp=sharing
First of all, your low poly needs a bit of work.
- You need to exaggerate the shapes more, small detail will get lost and is a waste of geometry.
- Be careful about the silhouette of the model and avoid sharp angles where you want to have 1 UV island, like the handle, I deliberately made the ridges softer and larger. You can put the small details like the sharper edges and the crevices in the texture.
- Avoid making things too clean and straight, I made the handle get a bit smaller in the top middle to add some variation, although I should of probably added a bit more.
UVs
- A bad low poly model can make UVing a lot harder than it needs to be.
- When you are working on you low poly you should be aware of where you are going to be putting UV seams and islands
- Focus on one area at a time, and try to get one island looking right at a time.
- Too many islands are a bad thing, they cause more seams, are harder to texture, and have a bigger performance impact.
- But don't avoid islands as much as possible, just use seams where it makes sense, like where you will mirror, and where there's a sharp angle where geometry meets up, like the top, body, and bottom of the handle.