sweet! but is that photo's on his blouse or are you just an awsome texture painter? (i think it is a photosource, but you are still an awsome texture painter if i see your head texture :P)
Yeah I wanted to chime in and agree with notman, the uv layout really needs to be rethought. Think of it in reality to your character, the foot is not the same length as the arm, so why give it that much space, the bottom of the foot, will never really be seen (unless you do an animation of him just sticking his foot in your face for an hour) so reduce that. You are mirroring in the texture, when you do that, save your texture space and just mirror the geometry using that texture, so you only need half the pants, and half the shirt (front and back). After reworking all of this, you can bring your head onto that same map, and since again you are mirroring the texture, just have half of the map, and you now have one 512 map, instead of 1 512 map, plus a 256x512. Hope that helps.
hehe hi mate not bad at all, but agree with notman
spark- i think that dupikus wanted to make it asymetrical, but actually its not indeed, only details are unique so I'm agree with u
cheers
I'd agree with the other guys but also think about the black shading on the shirt underneath the tie. If that tie was animated when he was moving it would look horrible, a lighter shade of grey would work better as a shadow, less harsh.
nice lets see the end result now when you got everything in one map. why did you make the bottom of his shoe smaller? You could keep larger because you are not using that uv space now or are you?
impressive textures! oh and you forgot to put the ledvr text over it keep it up
Replies
The end result on the model looks good though.
Spark
spark- i think that dupikus wanted to make it asymetrical, but actually its not indeed, only details are unique so I'm agree with u
cheers
StJoris Exactly :P
thanks for help guys!
heres the update:
impressive textures! oh and you forgot to put the ledvr text over it keep it up