Hi guys New model for a personnal / uni project I am working on. I did set the budget for the model around 3000 polygons. But at the moment I've called it quits at 1902. I'd like to add some more edge loops for deformation and general smoothing as well as incorporating some face animation features.
Most of the texture is done, I'm still learning so parts of it are sketchy I'd love some advice on what I can improve, I've tried to keep the light sourcing the same via vertex baking. My flesh texturing and cloth texturing are generally naffy atm.
1 last thing as to why some things are mirrored and some aren't,, basically because my intial plan was to incorporate normal mapping (I still do eventually).
Anyhow adios
Dwarf UVWMAP
Textured Front Shot
Textured Side Shot
Textured UVWMap
Replies
The hands for example are bigger than the arms, or even the trousers. The boots, again bigger than the trousers or the arms.
Try to maintain a more even texture ration throughout the mesh.
All sections should be as close to square as possible, and all squares should be the same size all over the model. Its a nice and easy way to check if you are on target.
oh, and odium, got a chrome sphere handy?
Model looks good, but the polycount doesn't really seem to match the level of detail.
oooh Vig do you mean?... that 1902 polygons looks to much i.e. I've wasted em in this model orrrr...
That the texture requires more polygons to make it look more effective?
Thanks again