All criticism and advice is greatly appreciated.
I threw together a couple low-poly models and started running into problems when I came to the texturing. I didn't quite realize how hard it is to get things lined up properly. Going to come back and work on the issue of organic models later.
![lowpoly1.png](http://img708.imageshack.us/img708/1667/lowpoly1.png)
Second texture lined up much better, but I'm going to need to spend a bit of time figuring out how to get the texture to be displayed sharper.
![lowpoly2.png](http://img3.imageshack.us/img3/6232/lowpoly2.png)
Nothing to write home about, but I at least have a few good problems to solve.
Replies
Looking back at how much of it is done, I feel a bit ashamed of how long it took. Certainly feels like I should have been this far a lot quicker.
Thanks for the tips! Also reminded me I haven't been spending enough time in the Polycount wiki, amazing resource that it is.
After some Googling and experimenting I found some good settings for getting low-res textures to be rendered more clearly. While working more on the texture I found that A) keeping my UV map too tight causes issues with colors seeping over and
Not to bash your work, I am just spreading knowledge. Hope this helps. Keep on trucking man, practice will only make you better!
Muchas gracias, Add3r!
Been in a really unproductive mood for the past few days, so I just spent some time redoing the UV maps of my last two models up here. Once I get out of my funk, I think I'll get back to some more detailed models, maybe some sculpting as well.
Quick question, as I'm sure I'll run into this problem later. Let's say I'm making a model of some guy's shirt and it's going to be symmetrical. When I make the texture won't it be immediately obvious it's being mirrored when you look at the seam? Is there a way to fix that or is that just one of the situations where it's best not to mirror the texture?
Wanted to do a bit more sculpting, but since I struggle quite a bit with it I decided to put together a base mesh first to get the topology in. Zbrush isn't getting any easier to use, but I definitely want to become skilled with it.
Awhile back I saw a video of an artist who's workflow involved sculpting out a model, retopologizing and then refining with some more sculpting. Looked interesting, so I gave it a quick shot. Sadly I'm still not very good at sculpting and I think I'll be focusing on improving for awhile until I'm confident in my sculpting.
Going to try and hunt down all the sculpting tutorials and videos I can find. Will probably use this as a chance to finally give some serious attention to anatomy.
On my last model I decided to break out my anatomy book and follow it as a reference instead of the pictures I've been using thus far. Big improvement. More detailed, better proportions and it was much easier to make.
Next I need to learn more about texturing, specifically how to go about adding more detail and perhaps look into how to keep my edges from disappearing.
Messed around with the technique a little and I think I'll be using it quite a bit.
I'm not sure what the angle of the sun is in the original drawing so I had a rough approximation that worked fine for awhile. However the fog in the scene makes things difficult to remake, so I'll be deviating from it. I want to keep the foreground dark and the background bright to keep a nice silhouette of the large ruin in the back, so I'll spend some time figuring something out.
Edit: Forgot to upload the final renders from this project!
*Not safe for work*
http://oi43.tinypic.com/29pxbww.jpg
http://oi40.tinypic.com/r6w8sx.jpg