Always scale uniformly after you have relaxed your uvs. Apply a checker material to your object and scale the uvs in the editor and watch what happens to the checkers on your model. This will show you why.
It's okay to relax and be yourself, as long it doesn't mean that you have to act like a cunt to everyone else. That's the problem with a lot of those immature people. Just because it's a game, doesn't mean you have to be an arse.
Hey, I remember having silly questions like this when I was learning too. Relax a bit guys, he was only wondering and now he knows. Noidea, I like your user name. :)
Perhaps your UVs are not fully 100% in the correct original position. If they are manually moved/skewed then your drawing will not be correct fully. Try relaxing your UVs and see if that helps, other than that, I don't know.
New update, I give my scene another catwalk with small chambers for extra comfort and relaxing opportunities. Also I played with a gree colour and maybe I will make a lift for the highest room level.
A quick sketch I did at lunch More anime type character, it is quite generic and cliche but it was fast and relaxing to do, hand got proportion problem I thinck and there are maybe some other drawing mistakes.
Awesome stuff, I like that you relaxed the soldier's hands in the last couple of shots, adds a lot to the gesture. The pieces on his armor and details are pretty clean, did you use Dynamesh for creating them?
Thanks everyone! Ive been slowly chipping away at the rigging/skinning and I have enough done to see how she looks in a more relaxed state. Still more skinning to do... Oh joy.
Looks really good :) . Might want to watch the crotch of the pants, it feels a bit compressed there, see if you can relax the shapes there a bit? Also in the concept there is a seam between the pants and the shirt, it looks weird without that
It can help to unwrap the cube before rounding it out, if you unwrap it afterward it will relax oddly, accurelty, but oddly. If you're using 2012 you can use the "Straighten Selection" to square off the UV shells.