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#11 (permalink) |
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New Member
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I think I am finished with the lowpolymodel. There are 881 tris.
What about doublesided faces? Are you allowed to use them? Do they count twice? I would think no. And does anybody know, how to use them in Blender? Is it just ok when I activate the doubles-button? Here is my lowpoly: ![]() ![]() And Baida: Thanks for your comment ! I hope so too . ItŽs my first lowpoly model. WeŽll see... |
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#12 (permalink) | ||
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Quote:
Quote:
Happy to see another Blender user. ![]() Great model so far, keep going and good luck.
__________________
Are you ready to die for the Clan, men? No, Sir! Ready to KILL! Last edited by Mordachai; 09-07-2008 at 08:28 AM. |
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#14 (permalink) |
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New Member
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Ohhh, I just figured out that IŽve got too many faces with my doubled ones. Hmm, time to rework, I guess. MAybe IŽll use this opportunity to rework the design to. IŽll let you know.
Here is a rendered version of my "too-highpoly"-model: just defusemap ![]() |
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#15 (permalink) |
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Senior Member
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Sculpt it if you can, it'll make it even better, I don't know if you are expecting to do that.
Though there is a sculpt tool in Blender If I'm not wrong ![]() Keep that up, as I said hope you'll get a nice piece as your sketche, you are on the good way ![]() Edit: At the same time, could we see your UVlayout !? Perhaps that could help you aswell ![]() |
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#17 (permalink) |
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New Member
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Baida: IŽve thought about sculpting it. ItŽs fun and I want to use normalmaps too. But to be honest I dont like retopoplizing
. But I guess I shouldt really do it because IŽll learn a lot with it. Yes, you are right, Blender has a sculptingtool too. And about the UV layout: itŽs pretty nooblike , so youŽll definitly help me with your comments about it. IŽll post it.Thank you for your comment! ![]() Mactaveous: I though about a weapon or something like that too. Right now I wanted this blades to be me wapons but I realized that itŽs not enough silouette and just blades are kind of flat. Well, Blades use to be flat but I mean with this character ![]() I though about something but couldt figure something out jet. Thanks for your comment. Hopefully IŽll find something interesting ![]() ![]() ![]() Bye the way: the difusemap isnt ready jet Last edited by skiatch; 12-07-2008 at 04:04 AM. Reason: adding text |
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#18 (permalink) |
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Senior Member
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At the moment, it's sure that you are loosing a lot of uv space.
I don't know if you did that but try to apply aswell a checker on your mesh once unwrapped and see if you have streching or not. I guess legs would be quite the same, so, these legs should share the same uvs space which means more uv space. For exemple middle legs will share the same uv space, front legs aswell and the back legs... 2 by 2 so... To do that, that's very simple, (here the way I do) You just have to delete for exemple all the right side legs and then you unwrap each left side legs, then you use a mirror tool, which 'll duplicate the unwrapped left side legs to a copy to the right and so they will share the same uv space ! Obviously, those legs must be separated object when you do that, otherwise you'll mirror the body aswell, which is not what we want, so do it as separated objects, and when all is done, attach them all. That's the first thing that will help you ! Moreover, I've been said that the more uvs pieces you have the more UV space you 'll use, that means that if you could break some uvs, do it, I mean if you see in some places there are naturals seams, create seams ! For exemple if you a natural seam between the body and the head... You know that won't be seen by people, in this case cut it and make separated uv. So, I think that's all I can say to help you, I hope I was clear.... The main idea in this is : - Using more uv space. - Doing more little uvs pieces with natural seams and etc... - Using symmetry unwrap for parts such as legs, which are identicals. In order to help you, I would say aswell that most of time for organics models like that, I use the pelt mapping tool and then I relax, it really allows me to unwrap my model quickly. I don't know about Blender, I hear he has a nice Unwrap uv editor, but is there a pelt mapping tool !? Should take a look at this, but really that helps. There are also couple of free application to do unwrap, some of them work quite efficiently, such as Roadkill ! I tested that one, and I can say that works quite fine and it's not so hard to "learn" it, they give you PDF and video to show you the way to use it right. So, hope I helped you a little bit and above all, courage ! ![]() |
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| The Following User Says Thank You to Kinrove For This Useful Post: |
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#19 (permalink) |
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New Member
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Thanx Baida for your long and exact comment. Lots of that you told about
I didnŽt know. For example I didnt know that two object can use the same uv texture. Maybe this is kind of basic but IŽm not in 3D that long, so thanx for that. I tested my UVs on streching with the stretch-view in blender and they are almost fine, just some green spots in some areas. Blue in this case is for not streching and red of absolutly streched. Next thing IŽll do is using your hints and redesign my model and UVs. Then IŽll sculpt it. |
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