I don't think it is very smart to post this without permission from bobo. He made the concept (and model, texture) for Iron Lore Entertainment, so it's contract work and you really do need permission. I would take the pictures down until bobo replies.
Btw, the model looks pretty good, the skin needs a lot of work though. Maybe its a good idea to design your own ratman so you will get more drawing and texture skills, good luck.
Unfortunately, I can't give you permission as the concept was created for Iron Lore Entertainment and they own the rights to it. The images in my published art section are from professional projects Ive worked on. I do not own the rights to any of that work. I wouldn't worry about it too much though. Just post it and give credit of your source (myself and Iron Lore). If Iron Lore does have issues they will simply ask you to take it down. If youre really worried about it contact Iron Lore and ask permission. http://www.ironlore.com
hey Junkers, good to see another canberra AIE student on polycount which year did you graduate?
you should check out poop's website, he does hair pretty well and has a tutorial on it. having a hair brush preset in photoshop makes it quick and relatively easy.
I dont think they have to have the same pixel density, especially if you're working with a smaller map size. But I would make it look like theres a reason for different parts to have different pixel density and I would probably tone it down some as well. Lately I've found myself setting up my uv space with - head and hands > torso and arms > legs > feet. Works ok if you're on a tight budget.
planar map/stich everything together/tweak verts. thats how i do it
i also use unwrap tools from www.chuggnut.com, it really comes in handy
i agree with KdS, just worry about pixel density when you're packing the UVs.
it kinda looks like you just flatten mapped and stiched it all together, and thats it. no optimising or anything. i can see stretching on the character(not major), and i can see parts of your unwrap that you can easily scale up or rotate to use up more space.
junkers: you may have noticed that i edited out the "deleted" from the topic of the post, given that there's actually content here. i thought that having "deleted" was probably stopping a lot of people from clicking on your thread, and we don't want that
ATM ive had to stop working on ratman,and do a high poly character for an assignment. Ive done like 4 so far. Its so hard to define the jaw line on people so that they dont look really fat.
P.S - gauss: 2 more posts and your post count will be "1337"
Replies
Btw, the model looks pretty good, the skin needs a lot of work though. Maybe its a good idea to design your own ratman so you will get more drawing and texture skills, good luck.
Credits to, first up, Bobo,and 2nd up, Iron Lore Entertainment. Hope you dont mind me using your concept art
And a big wave to daz.. how are ya buddy (its derreks housemate)
Wires:
Checker map to test texture stretching and seams:
Flatshaded:
Unwrap:
Texture:
Used max 8's fur feature to make a texture for fur... due to lack of time, and i cant paint hair to well
http://whatsbeef.net/junkers/2006/ratman/progress/15006/ratfur2.jpg
High poly
Small Avi of a really really bad job at rigging (had to learn skin in like 1.5 hours)
http://whatsbeef.net/junkers/2006/ratman/progress/15006/mitch_ratman_render.avi
Um, comments welcome guys.
you should check out poop's website, he does hair pretty well and has a tutorial on it. having a hair brush preset in photoshop makes it quick and relatively easy.
Anyone got a great way to preserve the pixel density?
Once done, just scale all your clusters to the same pixel density, to have a good overall of the puzzle-size.
Then, there, juste give more space to what you think will need more detail, eyes, hands, detailed areas etc.
At the end, just mount your sheet as you did, but with those new tweaks.
It's as I do, maybe interesting to hear other's techniques to unwrap.
i also use unwrap tools from www.chuggnut.com, it really comes in handy
i agree with KdS, just worry about pixel density when you're packing the UVs.
it kinda looks like you just flatten mapped and stiched it all together, and thats it. no optimising or anything. i can see stretching on the character(not major), and i can see parts of your unwrap that you can easily scale up or rotate to use up more space.
ATM ive had to stop working on ratman,and do a high poly character for an assignment. Ive done like 4 so far. Its so hard to define the jaw line on people so that they dont look really fat.
P.S - gauss: 2 more posts and your post count will be "1337"