View Full Version : Jericho
in4m8ion_man
03-01-2009, 12:25 PM
A character I'm designing, in part for Asset Development, in part for myself. This first version is going to be 2000 poly and use only a 256 texture.
in4m8ion_man
03-01-2009, 01:57 PM
2000 Poly total.
in4m8ion_man
03-04-2009, 05:51 AM
New Update
Held fast at 2000 poly and 1 256 map, though I'm using 4 128's to make it easier on myself during the organization phase.
I still need to texture the hair, feet, and gloves, as well as finish the legs, sense I only started them.
Splitting your maps up into 4 smaller ones doesn't make a lot of sense for this guy. I usually just break my geo apart before texturing to make it easier to unwrap and manage, then stitch when Im done texturing...
texture flats and uvs?
in4m8ion_man
03-04-2009, 02:01 PM
I just did it to keep in order, I still have them ready to form 1 256, so when I'm done with them I'll put them back into 0 to 1. It was just letting me focus on 1 area at a time.
In the end it will be like this, except done.
Hans Schrijvers
03-05-2009, 02:17 AM
Well, I guess it's not necessarily a bad thing, but it comes over a bit unprofessional as usually you will have better used your mapspace on one 256x256 than on four 128x128s.
I agree with Hans, if you look at how 256s are traditionally used, you'll see some very clever layouts...
spurn
03-05-2009, 04:28 PM
if you're real creative you can do something like this. WoW uses 256 textures and utilizes them quite well. it's a good "recent" example of optimizing your textures
if you wanna look at 'em more (and you have WoW) download WoW Model Viewer and you can go nuts with it
in4m8ion_man
03-05-2009, 07:23 PM
alright well it may have been short sighted in this case, I'll be sure not to make that mistake again.
In the mean time, before I redo this guy, what do you think about the modeling and such.
you'll probably need an extra loop around the fringe of the pant cuffs and hips to allow for proper deformation.
Otherwise, looks pretty good.
in4m8ion_man
03-07-2009, 12:56 AM
Okay, so admittedly not my best uv work, but hey its how we learn. Here is my latest update.
spurn
03-07-2009, 01:13 AM
you could still get more detail into the textures, color, fabric, highlight, shadow