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Old 09-07-2008, 03:18 PM   #11 (permalink)
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well... it took nearly 2 solid days but i finally finished unwrapping my little beastie. below are the UV template, the basic color texture (for visual organization of body masses), and a render with the basic color texture. now it's on to prep for zbrushing.

cheers
- eric
Attached Images
File Type: jpg UVTemplate-WEB.jpg (269.9 KB, 19 views)
File Type: jpg THWDiffuseMap-WEB.jpg (114.4 KB, 14 views)
File Type: jpg THWprog05.jpg (85.2 KB, 64 views)
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Old 09-07-2008, 03:23 PM   #12 (permalink)
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I think you could use some more UV space
There is still some free space you could use, try to reorganize them and save as much space as you can

Just play tetris
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Old 09-07-2008, 03:31 PM   #13 (permalink)
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I agree with Baida) Also i think that is good to use ALL possible space even some parts are not proportional with another )
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Old 09-07-2008, 04:06 PM   #14 (permalink)
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i appreciate the advice y'all... but i spent more than an hour moving shapes around and getting it to what it is. i'm not happy w/ the big blank spots either, but i have things sized the way i want them (unimportant stuff small, important stuff bigger, etc.) i could find much other way to organize it... if you've got any other tips regarding it, i'm all ears. otherwise i'm just going to have to make do as is.

p.s. i did think about making some stuff symmetrical on the uv (overlapping geometry) but i'm trying to make the final product look asymmetrical so i opted for no overlapping geometry.
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Old 09-07-2008, 05:42 PM   #15 (permalink)
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Eric, the model is looking great! I really like the silhouette turn-around.

About the UVs. I think the biggest thing you can do to get more texture space is not map all of the wings with unique textures. Just map the two on one side and then copy it over to the other side. They really won't need to be unique, and you can use the extra pixels to do more details on the face and elsewhere.
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Old 09-07-2008, 05:58 PM   #16 (permalink)
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Even with the legs, unless you want them to be different (front legs together, middle legs together, and back legs together).

That's how I did, I don't pretend that's the best way and If you really want them to be different as you stated don't do that at all.

But you could bring extra details to the body of you character, I don't think people will focus only on the legs and after all legs are pretty similars isn't it !?

Those are just advices, keep up the good work man !
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Old 10-07-2008, 08:28 AM   #17 (permalink)
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Baida - perhaps i'll take that route on the legs. question though... when i have UVs stacked (as w/ the legs) and my sculpt in zbrush has the stacked UVs as asymmetrical, what happens to the normal map? which of the stacked UVs take precedence?

Pearson - i definitely want to keep the wings asymmetrical as they are going to have tears and holes in them.

- thanks for the help guys. i really appreciate it. keep it coming.

- eric
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Old 10-07-2008, 11:00 AM   #18 (permalink)
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i like this one, very nice and keep it up!, but the color scheme isn't so good, using so much colors would not make it look cooler, try with limited color pallet! my idea of course! again very nice silhouette!!

Last edited by Syros; 10-07-2008 at 11:03 AM.
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Old 10-07-2008, 12:40 PM   #19 (permalink)
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oh yah... the color scheme right now is just for my own sake. it's so that i can more easily see the different body masses. the colors will be more like the actual bug but w/ some armor and decals and such.
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Old 14-07-2008, 09:07 AM   #20 (permalink)
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unfortunately for my progress on this comp... a few days ago i had a big project come down the line at work and that's taking all my attention. i'm not sure how much work i'll be able to do on this now. i'd like to be able to finish the comp but i wouldn't be surprised if i can't. sadness.
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