I think the comment about the legs is in reference to the first screenshot, where the legs look like they're going straight down from the pelvis
Like this:
_
I I
Rather then:
_
/ \
But screen shots of 3d models almost always look weird, and it looks alright int he other shots. The loincloth and pant-cuffs hide alot as well.
A tip I picked up a while ago for unwrapping and textured character models:
Before you unwrap, try to set the model into a "neutral" pose, rather then a T pose. Bend every joint to it's middle position (shoulders, elbows, and knees should be at a 45 degree bend). Then unwrap and texture.
What this does is reduce the amount of noticeable stretching in the texture when the mesh deforms. It also apparently makes rigging the model alot easier (but I have yet to try this).
So like, you have your character's arms straight out, so the mesh of the shoulder is squished. Then you've unwrapped and textured. But then when you go to rig and animate the model, her arms will bend down, stretching out the shoulder mesh and texture. Because you painted it when it was compressed, it will stretch even more then necessary then if it was at a neutral bend when you unwrapped it.
Nothing I'd worry about now, but something to keep in mind for the future.
I need to do more low-poly painty type models. High poly stuff takes so frigging long.
thanks for the tips gibs. I will do neutral poses to decrease stretching. What have you been up to?
hmm...45 degree? that's a crazy angle. that means the legs will be tucked up under the but...do you mean...90?
It's been a long time since I've done any 3d stuff, so my memory may be a bit fuzzy, but aren't your not meant to use non-manifold geometry in early modeling stages? (Poly faces that don't have 4 sides, etc).
If you plan on rigging that character it will probably cause problems during skinning.
It's been a long time since I've done any 3d stuff, so my memory may be a bit fuzzy, but aren't your not meant to use non-manifold geometry in early modeling stages? (Poly faces that don't have 4 sides, etc).
If you plan on rigging that character it will probably cause problems during skinning.
The texturing looks pretty boss, though.
I'm using quads and triangles. In my uv there is a 5 sided shape because it's a hole for the arm.
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Shoulder, helm, rope, staff remain
artistjeffc.tumblr.com http://www.etsy.com/shop/artistjeffc
I think the comment about the legs is in reference to the first screenshot, where the legs look like they're going straight down from the pelvis
Like this:
_
I I
Rather then:
_
/ \
But screen shots of 3d models almost always look weird, and it looks alright int he other shots. The loincloth and pant-cuffs hide alot as well.
A tip I picked up a while ago for unwrapping and textured character models:
Before you unwrap, try to set the model into a "neutral" pose, rather then a T pose. Bend every joint to it's middle position (shoulders, elbows, and knees should be at a 45 degree bend). Then unwrap and texture.
What this does is reduce the amount of noticeable stretching in the texture when the mesh deforms. It also apparently makes rigging the model alot easier (but I have yet to try this).
So like, you have your character's arms straight out, so the mesh of the shoulder is squished. Then you've unwrapped and textured. But then when you go to rig and animate the model, her arms will bend down, stretching out the shoulder mesh and texture. Because you painted it when it was compressed, it will stretch even more then necessary then if it was at a neutral bend when you unwrapped it.
Nothing I'd worry about now, but something to keep in mind for the future.
I need to do more low-poly painty type models. High poly stuff takes so frigging long.
hmm...45 degree? that's a crazy angle. that means the legs will be tucked up under the but...do you mean...90?
oh now i get it.
artistjeffc.tumblr.com http://www.etsy.com/shop/artistjeffc
If you plan on rigging that character it will probably cause problems during skinning.
The texturing looks pretty boss, though.
Our first game is now available for free on Google Play: Frontier: Isle of the Seven Gods
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I'm using quads and triangles. In my uv there is a 5 sided shape because it's a hole for the arm.
THANKS TAM. THAT"S WHY I GAVE YOU WORMS.
artistjeffc.tumblr.com http://www.etsy.com/shop/artistjeffc