Hello everyone! It's been a while since I don't post here. I would like to receive any feedback it would be possible in order to improve this character UVs in case it were needed.
It's a project I've been working on for two months. Thanks a lot for your comments!
Replies
Otherwise i'd try to get the vert cuts down by merging say, the hands and feet together on one island, the uv seams won't looks great in its current state, you can figure out a new way to unwrap your hands + feet putting in some time or i could make a short guide on a process i just stumbled upon that i think handles the hand seam issue (for me) pretty well.
Answer those top questions and maybe add all the information you can, unless the design is a secret posting it in its entirety might be more helpful?
idk but off the bat i'd merge similar parts together and box out the islands if i can, with very limited stretching. (I once thought this was impossible but with a little tinkering it actually works out very well)
brb with the hand guide i have to make it. Edited okay.
went through the trouble so i will post the gif work. @rollin yea agree about the ears, i just tried to straighten whatever i made in 2016. (example) I made them cause on my irl hands i have would be seams there and i hate seeing seams all together so this helps my ocd?.,
Didn't show uv's cause you will mold your layout as you want to, for the project i created this with the hands where made as you did above, i didn't like the seams so this is what i came up with to handle it and it looks 100x's better than it did. Hope it helps anyone.(the red arrows mean that entire line can be moved elsewhere, example continuing the pinky seam down the side, the old usual go to.)
Edit: just plan better i didn't for the hands when i made them, time based project so i did what i could atm, just follow the actual lines in your own hands and use those to make a usable seam layout.
@DavidCruz I personally don't like it to have uv-seams within the palm.
Also It might be better to cut the fingers to be able to straighten them
+ I don't like to cut the ears. Because this leads to very prominent seams in the face.
And if you have such a dense mesh with nearly rectangular pieces I straighten them out too (arms, legs)
So do you think is this ok @rollin? I totally agree with you when you say that it's not a good idea to have uv-seams within the palm, and I think that's not necessary because it's better to have these cuts in a hidden place. And do you mean having an island for each of the fingers? Maybe I'll go with @Alex Javor straightening out the fingers of 'banana hands' hahaha I loved that concept, I've never heard about it.
And regarding to your questions, here I share the concept of the character I'm doing so that you have a better idea of this. I do the retopology with Quad Draw in Maya, think it's the best one doing that and it's the standard in the game industry.
The advantage is you get an pretty undistorted layout - even between the fingers.
And you can keep the hands also quite undistored because the fingers are not interfering when relaxing.
I'm not always using this layout but if you have enough texel and mesh density it's a pretty good solution. Also it allows to pack the hands more tightly on the UV map.
And last but not least: when have to come back to fix something and want to re-relax it's not going to try to turn into bananas again
But, not cutting the fingers it not bad either.. both has advantages and disadvantages.. Best you simply try it out yourself.
Thanks a lot for your reference @Alex Javor , I'll take a look at that because it helps me when I distribute the UV island.
And then @rollin , I'm not gonna cut the fingers because I've straightened them and they are in a proper way now.