I am creating this character for an multiplayer FPS mod. She currently has just under 5000 polys, which, while it may seem like a lot now, will probably not seem as much when the game is finally released.
The first pic is a viewport cap of a wireframe, the second two are from stills of an animation of her walking. The "hand" issues she is currently exhibiting will prolly be cleared up easily. She is currently wearing two maps and a bunch of materials... [img]
http://www.mikejkelley.com/shoulder wires.jpg[/img] [img]
http://www.mikejkelley.com/kiyoko walk1.jpg[/img] [img]
http://www.mikejkelley.com/kiyoko walk2.jpg[/img]
And now for some questions...
By looking at the top pic, can anyone tell me if the underarm deformation issues are caused by geometry errors or from weighing errors?
Also,
I'm noob to skinning. I have been selecting the faces of cylindrical objects (like arms, legs, torso,...), applying a uvw map modifier then cylinder>fit>acquire, and then applying a uvw unwrap modifier on top of that. Then I collapse the stack. How do I get all those seperate maps for the arms, legs, torso, etc,... on to one single map? Or don't I?
Keep in mind, I'm just a hobbyist, and know very little of character modeling outside of pushing verticies x, y, and z.
Replies
do this instead:
1) mesh/poly select
2) select polies you want to map
3) uvmap
4) uv unwrap
5) move the mapping to a distinct area
6) mesh/poly select
7) select new area
8) repeat steps 2-7 until you model is fully mapped
if you want at this point you could collapse the stack, then select the entire model and apply a UV map and unwrap. all the sections should now be on the same map where you placed them. now arrange your map.
Is your FPS engine capable of such a rendering quality in the long run?
There are some weirdness on the model tho. Seems like you have unwelded verts on the underarms. Besides that the approach you take on the shouldera area is not 100% anatomically accurate, yet the FFX modelers took the same route and the results kickedass so one cannot blame you for that.
http://img.photobucket.com/albums/v242/pior_ubb/ff_01_white.jpg
The boobs are rather dense too (read : geosphere slapped on). Yet I guess it might allow clean boobshading once put ingame. Just try to make them 'merge' into the whole mesh more, to avoid shading harsh shading steps.
You might also want to post an actual full perspective shot if you want further crits on the model topology aso.
Please correct me guys if I'm telling bullshit!
Nice work man.
Pior, thanks for the encouraging words. What appears to be accidentally unwelded verts is really just a technique I've come across to make sure that the engine renders a nice line where her armpit should be at certain angles. I may re-think this though as it doesn't seem overly neccessary. I'll prolly post more perspectives soon.
Another question, when rendered in the cell shaded style, the textures become less "cpisp" than I would have hoped for. This is aside from any stretching issues... I remember seeing in another forum someone saying that "vector skins" are used in conjunction with the cell shaded style. If I recall, it left me with the impression that the XIII chars were skinned using "vector skins". Can anyone give me a lead on this? BTW, thnx again.
I'm still having trouble with my foray into mapping. I am unable to repeat the steps Asherr has listed. I can map and unwrap one smoothing group and then that's it. After selecting another smoothing group, and hitting "acquire" under the map modifier, when I go into the unwrap modifier edit uv window, nothing new appears. I'm doing this all pre-collapsed stack now.
It's worth mentioning that much of the time the "select face" option under the uvw unwrap modifier is unavailiable for some reason. Also, when I punch "Reset UVWs", the last thing I've tried to acquire from the map modifier suddenly appears in the unwrap modifier edit uv window. I need both maps to appear in this window simultaneously! How?
So to sum up, I can't get more than one uvw map modifier "acquired" map to appear in the unwrap modifier edit uv window at a time...
Did I mention I was a noob?
I am unable to repeat the steps Asherr has listed.
[/ QUOTE ] I'm probably doing something wrong, but I have no idea what.
Jackablade, everything I know comes from Paul Steed! I wish he had a book on skinning.
[ QUOTE ]
now that I think about it, it might be better to break apart the vertices along the line. I believe this would work independent of the engine/renderer too...
[/ QUOTE ]
is there any reason why this is a bad idea? What about intersecting planes to created the same effect? I use that technique elsewhere, though now I'm thinking of achieving it all with unwelded verts...
A quick reasoning behind the triangle arrangement...
I set out to optimize her for cell shaded renders. IMO, a detailed surface would be counterproductive in creating the nearly 2-dimensional effect I'm purposely trying to achieve. Instead, I've spent extra time and effort to make sure that she has a nice smooth silhouette from every possible angle. Where as, say realistically rendered player models have an extraordinary surface and boxy silhouette, I'm trying to achieve the exact opposite here. At the same time, I've worked to make the topography more explicit where I want to create lines within the silhouette (i.e.., breasts).
The game is for the comp and limited to 5000 tris (is there a difference in the count?) as it's my understanding that engines tend to hog resources when trying to accomplish cel renders.
The texture map was created using Textporter and as you can see I'm having some nasty seam issues. I thought this was exactly the sort of thing Textporter was supposed to avoid? How else might I address/correct this issue other than simply shrinking the UVWs in the afflicted areas? I want to get my technique as well as the project nearly perfect. Thnx.
UVW unwrap MAXScript
Hope some one finds this helpful. Take care!