CURRENT STATE:
Hello polycounters,
this is the first character I'm modeling so need feedback from you guys!
At the moment I'm creating the base mesh. The final product will be a aztec figure that I'll use as a static mesh (it will be a corpse). But to make sure I'll be able to pose it, I must make sure the mesh/topology is correct. Now I'm not putting in alot of detail because I'll define the muscles etc in mudbox, but offcourse the base mesh must be good enough to do this! I'll go through the complete process and I'll pose wip's here. But eventually I want it to be something like this (style and appearance):
So this is what I've got already.
It's based on pictures from 3d.sk so I'm not able to post them.
Feedback is very welcome!!! Cheers!
Replies
I adjusted my mesh based on some stuff I found here on PC and the net... I'm not sure if it is much better... So some feedback would be very appreciated Thx in advance!
Working on level 2 (46000 poly's) right now. Cheers
Just a few thoughts for you as you're sculpting. Had I known this at the beginning it would have saved me a lot of time and head ache.
Cheers! Looking forward to seeing this character progress.
So as always C&C very welcome! Cheers
A paintover would be cool and very appreciated!! Thanks for the useful comment! I'll keep working on it!
I just made the low poly version of my character and did some test bakes. So, without paying attention to my layout except for stretching part (believe me it is not good:)) i just baked out my character as a test and countered some problems i've never had before!
So to give you guys a short description of what've done with it... I unwrapped the full head and only the right part of the body. Then i copied the right side of the body, mirrored it and welded all the vertices in the middle. I've done this so I would be able to preserve as much UV space as possible (based on unwraps i've seen made by other people).
Then i made sure they all were in the same smoothing group, and baked it out. I've encountered the following problem:
As you can see I've got some ugly seams, and they all rest on the spot were I split my UV.
What I also noticed is that the left side (right side of character), the part I mirrored has the most ugly artifact! As for the mirroring part, I've followed the procedure descriped on the wiki. Delete one half -> unwrap the half I've still got -> mirrored (first copied it) it -> welded all the vertices (double checked) -> gave the mirrored half an offset of 1 in UV space -> baked.
I also checked the low poly for seams and I don't have them. Checked flipped green. Check if they all have the same smoothing group. Checked welded vertices. Unified the normals. Etc. So, I really don't know what the problem can be! I've baked this model in max, rendering it with xoliul shader and also tested it in UDK (same issues).
So please, can anyone help me out with this one? Here are some more screenshots!
Thx in advance guys!
So... I'll create better UV's later today, unwrap the full character (clothing, etc). Right now I just tested again. This is the result...
ps: never mind my ugly screenshots, will post some good ones when I finished the "final"
layout.
As always, C&C very welcome!!!!
PS: never mind the black pieces in the belt, but the alpha map isn't always transparent in max' viewport (depends on angle and distance I'm looking at the model)! Other people having this problem??
Not only do I need to improve in modeling, also texturing! I think texturing is my weakest skill in the whole process, so I really need to keep practicing and collecting tips & tricks... Because when I compare it with other people's work here on PC, I'm sometimes ashamed to show mine
How can I improve this and do you guys have some useful links for me? I found some tutorials about skin texturing, but most of them never talk about there brush settings, etc.
I also see a lot of guys painting in their textures... but is it possible to do this directly on the low poly? If so, is it a better way to lay out the basics? I also tried to put in some tones, but I'm not sure if it is visible enough and if the colors I used are good enough on the model.
ps: still have some seams, need to get ride of them
Cheers
Still need to skin and pose him... I'll finish him tomorrow so I can start modeling other stuff So C&C very welcome!
C&C very welcome
Cheers