On the other hand, while sharks ARE pretty smooth, the few details they do have are pretty small. I'm thinking of compromising and scaling it to 1024x512
yep- needs gills. Also I think your UV layout is probably as good as its going to get. if you dont want to be batteling seams like crazy. Some objects are just to oblog when it comes to an unwrap. could be wrong, but I think you unwrap is juuuuust fine. so why not take up that extra space with a super detailed eye :P
you have some really nice wrinkles painted in here and there. I would take those much further and make them bigger, and more pronounced. Also I noticed you have a general noise of small blue spots that accent the blue- again something where you have the right idea, you just need to take it a bit further. play with size, value, and placement of these spots. right now the texture looks like it wouldnt be much different if reduced by 50% its res, so adding this will not only take advantage of the resolution your painting at, but will break up the blurry blue-ness and add some nice contrast and noise-
Not sure where your uvs are that people are commenting on, guess I am going blind. But to comment that you will do better next time I think is something that you should reconsider. No time like the present, and this would be a good example of now that some people have pointed out problems with this mesh and uv's, you should go back and rework to learn from. Also, I personally go by the idea that your pixtel density should remain pretty close to reality, meaning you dont have a head that takes up half the texture space, while the rest of the body uses the rest...hell it will just look like you came out of the womb half blurry:) Well good luck on this, no matter what you do.
I would be tempted to actually model gills, and animate them, I would do the same for the eyelids but thats just me and it depends on what the model will be used for.
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you have some really nice wrinkles painted in here and there. I would take those much further and make them bigger, and more pronounced. Also I noticed you have a general noise of small blue spots that accent the blue- again something where you have the right idea, you just need to take it a bit further. play with size, value, and placement of these spots. right now the texture looks like it wouldnt be much different if reduced by 50% its res, so adding this will not only take advantage of the resolution your painting at, but will break up the blurry blue-ness and add some nice contrast and noise-
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Thanks, I'll work on that.
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Not sure where your uvs are that people are commenting on, guess I am going blind.
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Small link right below the images...I probably could have made it more obvious
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But to comment that you will do better next time I think is something that you should reconsider. No time like the present, and this would be a good example of now that some people have pointed out problems with this mesh and uv's, you should go back and rework to learn from. Also, I personally go by the idea that your pixtel density should remain pretty close to reality, meaning you dont have a head that takes up half the texture space, while the rest of the body uses the rest...hell it will just look like you came out of the womb half blurry:) Well good luck on this, no matter what you do.
Spark
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Yeah...I guess I figured considering I'd basically have to start over on the skin to re-do the UV, and considering I WAS aware of the efficiency issue at the time and can't currently think of any way to improve the space usage...wasn't worth going back
Replies
On the other hand, while sharks ARE pretty smooth, the few details they do have are pretty small. I'm thinking of compromising and scaling it to 1024x512
(I know it's not great, it's the first UV I ever did--I'll do better next time I promise!)
you have some really nice wrinkles painted in here and there. I would take those much further and make them bigger, and more pronounced. Also I noticed you have a general noise of small blue spots that accent the blue- again something where you have the right idea, you just need to take it a bit further. play with size, value, and placement of these spots. right now the texture looks like it wouldnt be much different if reduced by 50% its res, so adding this will not only take advantage of the resolution your painting at, but will break up the blurry blue-ness and add some nice contrast and noise-
Spark
I would be tempted to actually model gills, and animate them, I would do the same for the eyelids but thats just me and it depends on what the model will be used for.
you have some really nice wrinkles painted in here and there. I would take those much further and make them bigger, and more pronounced. Also I noticed you have a general noise of small blue spots that accent the blue- again something where you have the right idea, you just need to take it a bit further. play with size, value, and placement of these spots. right now the texture looks like it wouldnt be much different if reduced by 50% its res, so adding this will not only take advantage of the resolution your painting at, but will break up the blurry blue-ness and add some nice contrast and noise-
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Thanks, I'll work on that.
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Not sure where your uvs are that people are commenting on, guess I am going blind.
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Small link right below the images...I probably could have made it more obvious
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But to comment that you will do better next time I think is something that you should reconsider. No time like the present, and this would be a good example of now that some people have pointed out problems with this mesh and uv's, you should go back and rework to learn from. Also, I personally go by the idea that your pixtel density should remain pretty close to reality, meaning you dont have a head that takes up half the texture space, while the rest of the body uses the rest...hell it will just look like you came out of the womb half blurry:) Well good luck on this, no matter what you do.
Spark
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Yeah...I guess I figured considering I'd basically have to start over on the skin to re-do the UV, and considering I WAS aware of the efficiency issue at the time and can't currently think of any way to improve the space usage...wasn't worth going back
Anyway I've worked on the front area some