That was actually quite some fun again. I expected to run into horrid problems with the jacket but as long as the model has edge lines at the location of actual cloth seams it is quite easy to taylor the UVs around.
It sortof felt like a japanese worker squasing big chunks of UVs in a supersmall UV space to make the thing run on a PS2
With a bit more planning Im sure this could have been a 256 with almost no detail lost. He still needs a commander's stick and a quick rig!
Hehe nice Erik! Its a good feeling to have the texture sortof ready at first, it somehow guides the polygons in their needed places. What do you think?
Hey Rooster, I'm the Eric that MSN'd you on how to go about this specific technique that you guys are using. I just can't understand how you model something from a texture on a plane, and then cut it all up and pull it out. Seems there would be extra unwanted bits in there or something.
Yeah, I think it helped a lot on the face, the body however ... not so much, as i am trying to map portions of his face and hands to texture the chub. However, the texture works sort've like a concept as well, gives me direction and some creativity on what this character's background might be, how to approach the proportions and style... definitely a fun way to model, but I'm honestly not that experienced with modelling to have a solid opinion on it.
I really enjoy modelling with this technique.
For heads i think i ll always use this, for the body i dont know, i have to try first.
My attempt:
I have used the right side of the texture.
Yeah its cool huh? You an also try to start form a very lowpoly head model with "classic" face UVs applied to it, and then cut in/pull out details where you need them. I find it even faster than the the bend-a-flat-head approach...
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That was actually quite some fun again. I expected to run into horrid problems with the jacket but as long as the model has edge lines at the location of actual cloth seams it is quite easy to taylor the UVs around.
It sortof felt like a japanese worker squasing big chunks of UVs in a supersmall UV space to make the thing run on a PS2
With a bit more planning Im sure this could have been a 256 with almost no detail lost. He still needs a commander's stick and a quick rig!
BOO
That looks awesome dude!
I'm still struggling to find time to finish mine
-caseyjones
Okay I'll stop now :P
Pretty Dune-escant...
are you the eric who msn'd me by the way?
i ll give a try to this technique
PS: eric yours is coming very nice!
rooster, no, I would not be that eric.
that character rules
man i need to try this sometime, it looks like so much fun
are you the eric who msn'd me by the way?
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Hey Rooster, I'm the Eric that MSN'd you on how to go about this specific technique that you guys are using. I just can't understand how you model something from a texture on a plane, and then cut it all up and pull it out. Seems there would be extra unwanted bits in there or something.
For heads i think i ll always use this, for the body i dont know, i have to try first.
My attempt:
I have used the right side of the texture.
add some things now, always texturing first
its a bit more busy than i hoped it would be but i like it none the less
first ever model in MAX W00T
would be awesome to use this technique on an actual game... would be able to do soooo much more with the memory limitations, especially for handhelds
Still havn't decided on a head.
Although this was always a pretty fun thread... I was kinda hoping someone had picked it up again
tha face texture said "huge chin guy" to me
he culd use a cigar too
edit: he sucked, i improved him^^
something to play with in order to not suck^^
edit: i pretty do suck in texturing :,( i wish my graphic tablet was not broken