i'm reworking a very old orc model i did when i was still using milkshape 3d and i've reworked it and adjusted the uv's a bit. it is still very low poly. might add some more polys to it.
i'd like to have some comments and crits, especially on the uv mapping becouse i'm currently working on that.
Replies
c&c's on the uvs are most welcome!
If you're going for something other than a 100% self-illuminated texture, I'd do something with the smoothing on the model. It will help the light to pop the hard edges.
He's got this nice edge flow in the eyes that just stops after the nose. Any reason for this? If the mouth is going to animate, I'd think you'd want the upper mouth to have some loops too.
The shoulder pads could have probably been modeled seperate from the model. That way you can get better edge flow all along that shoulder area.
It's hard to tell if the UVs are good or bad without some kind of checker texture on the model to show pixel density and stretching.
Overall though, he's looking good. The shoulders and mouth area what I'd be concerned with if he's going to be animated. Looking forward to the texture.
and here it is with a checker:
i had to adjust the uvmapping since he's got no shoulder plates anymore so it looks a bit diffrent from the ones above.
i still had a high poly version of the orc (subdevided one which i used to learn baking normal maps) hidden somewhere in this scene and now i'm trying to delete it, but if i delete it the uv's on my lowpoly model are totally messed up. (ow and i don't know if it matters but if i select the low poly in wireframe view it shows regular green wires and the high-poly has dark blue wires (which i believe is normal), and if i select the highpoly it shows the same green, but the low-poly shows purple wires then...)
so any idea how to delete the high poly and keep the uv's for my low-poly?
i still had a high poly version of the orc (subdevided one which i used to learn baking normal maps) hidden somewhere in this scene and now i'm trying to delete it, but if i delete it the uv's on my lowpoly model are totally messed up.
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This is pretty strange. Are they instances of each other or in some other way linked? Sounds like your best bet is to duplicate your low poly making sure you're not instancing, go forward with the new one and delete the rest. Better still export your low poly into a clean scene.
well thanks again!
i'll try duplicating next. thanks!
(turned off the default lightning to make it easier to see)
even when in it early stages c&c's welcome!