hey all! i've been looking through this forum for a while and it has some awesome work in it! Seems to be the place to get some good crits too, and that's always nice.
anyway, i've been working on this pilot chick for a while and i'm in the process of unwrapping her, wich brings me to a problem i hope you can help me with. i'm having a hard time getting the nose free from distortion & stretching, it just doesn't seem possible. i don't really know how dist-free the unwrap has to be but i'm planning on bringing the model to ZB soon. Is this result acceptable or do i have to work more on the map? if it's the latter, have any nice nose unwrapping tips?
hopefully the links works, i don't usually do this.
thanks
Replies
If you posted what the uv map looks like as it stands maybe i can help you out with your problem
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[...] there will be stretching somewhere any way you do it because of the shape extruding out
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I think we all see the solution to this problem. Humans need to stop having noses.
In cases like this i steal pixel density from the areas around, from the nose and bridge of the nose, this usually works okay.
It's been said four times already, but yeah-- not much getting around the nose distortion. EQ is right-- map one half of the head then mirror it-- that's what I do with low poly models, especially if the face is always going to be symmetrical. If you want asymmetry, lay out the UVs for one half, mirror that geo, then select the UVs for the new half and flip them so they make up the whole face.
Something else you can do as well, is give more texture space to the nose, eyes and mouth by expanding their UVs then contracting those of the forehead and cheeks, since they generally have less information in them. Basic rule of thumb would be that you want more resolution where you want more detail in the texture.
Hope this helped.
There will always be distortion but you should be able to get lower distortion than what you have right now.
You might be able to pull the nostrils back into the cheeks as they can hide some distortion better then the nose will. You'll never get rid of distortion you can only hope to hide it well.
be cautious with ring loops and i am thinking that you have too much polys on the boots, which could go to the rest of the body.
here's the map:
i used roadkill to cut it up & stuff, and then the relax tools in max.
thanks for the tips everybody i will try them as soon as i have the time!
conte, i don't even know what ringloops are. care to explain?
again, thanks everyone for the tips!
However, some areas of the model are very dense, such as the hands, the face, the boots and even the detailed nipples. In comparison, the pants are painfully lowpoly. I think they really need more polygons, especially in the crotch area, because what you have here might not deform well in animation. Also, it just looks strange to have last gen parts on something that looks current gen otherwise.