Update: Low poly mesh: Done. (7204 tris)
UV layout: Done.
Basic Rig and vertex painting: Done.
This has got to be the most inefficient UV map I've ever laid out for anything EVER. But I'm this normal mapping thing is new to me, and I figure fewer seams and evenly distributed UV space is a better way to go then optimal use of the texture space, especially since I'm using a 2048x2048 AND a 1024 1024 texture space.
Utterly rediculous... When I started working on games, 512x512 was big and luxurious... This texture space is 20x bigger then my beginning days... Utterly boggles the mind, especially when you consider I'm doing multiple texture passes on this instead of trying to fake everything with a well painted color map.
I've included the UV maps of the body and head, just in case anybody has some brilliant comments about what I'm doing, and how I could be doing better in regard to normal mapping...
Now... The grand experiment... The high rez model... Lessee how this goes.
Oh yes, and totally stoked that we get a 2 week extension... Makes it a lot easier to breathe and possibly pull this sumbitch off.
Replies
since you have 200 odd polies left you should give it some sort of tongue especially if you plan on leaving the mouth open like that
i agree with snemmy... give him a tongue!
heheh - I said penetrate.
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Surely you can use the UV space more efficiently than this without adding seams or stretching.
Anywho, if you've got insight into the Normal mapping/Maya/Zbrush pipeline that can alieviate some of my fears and allow me to do a better UV layout, I'm all ears, I've been asking questions everywhere.
One thing you might wanna try is putting the head uvs on the main uv map- I know this means that the texel density is gonna be a lot lower than it is now, but it should make the whole texture look more consistent and you are using up all available space
GL with the contest
Thanks for the input Chris.
Hey chunkey , im in Leeds too u work for a games dev team here?
Took Snemmy's and Sectaurs advice and added a tongue. Re UVed the dude so it all fit on one 2048. Good suggestions on both parts. Thanks for your input.
Looking good man.
One thing I have just noticed and gave me a giggle is, with the veins on the neck, the creature does look rather phallic like... :P
keep the goodness coming
This pics really show how critical the UV map is, how critical, and really illustrate how ugly UV resolution disparity within the mesh is.
Wiser heads, feel free to comment/crit.
I'm starting on texturing, suddenly hit a little mental wall. I've done game textures so long, that separating everything into separate maps is actually a mental challenge for me now. So used to painting/baking shadows and highlights, bump and spec all onto one color map, that this feels real weird.