Hi! recently I've been watching a lot of "Spartacus: Blood and Sand". As gladiators are usually half-naked, I find them a good way to train topology.
However, I decided to do this one with a helmet, because I wanted to get some battle damage on it, such as bulging parts, and deep cuts / scratches.
So I'll post my progress in this thread as time goes on.
Feedback are welcome
Ps. Yet not finished with the modeling. Missing some parts, as sandals, swords and some lether-parts.Current Tris-count: 6051 (this picture)
Max allowed: 10 000
Max texture-size allowed: 1 2048x2048
Deadline: Friday 2 March
Replies
1st one is the alpha texture, 2nd: body plus a little extra, 3rd: accessories.
2 1024x512
1 1024x1024
You're smart to want to separate your uv's into "has alpha" and "doesn't have alpha", but I doubt that you need 3 different textures for the character. Keep in mind that more textures = more draw calls = less performance.
Second thing is that you have a lot of long, thin uv strips which are annoying to texture and generally bad because they make you waste space with padding. I don't know where the strings of polies come from in the bottom UV layout, but I would try to connect them to a larger island. Along the same lines, your padding is pretty uneven. Some islands are separated by a lot of space, some are barely separated at all, and your hand UVs are actually overlapping your arm uvs. I would go through and try to put the same amount of padding around all your uvs. Otherwise you will end up with some areas of wasted space and some areas where your texture is bleeding.
The alpha objects have yet not been normalized, may do it after the texturework.
@seth I may add a head to the model, but it would have to be after the deadline.
Heres what I came up with, with the textures applied, and rendered in marmoset toolbag: