Artwork > Finished Works and Works in Progress

First Character

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Raxx:
That happens because subdividing deforms the surface and adds more polygons to make it smoother. Anim8or then approximates how the UVs should be placed, but there are limitations on how accurate it can get. There's a way around this...

Take a copy of the subdivided mesh, convert it to mesh, then export to .obj. Now load that .obj file into uvmapper, then save the resulting texture map. Now delete your subdivided copy and apply the texture map you made to the original low poly mesh. Convert the low poly mesh to subdivided and there you go, the texture map matches the subdivided mesh! Now you can paint on the texture map you made and apply it to the object without worrying about unexpected results. Of course, if you keep the low poly mesh unsubdivided, then it'll look funny with the subdivided texture map applied to it.

I like your progress so far, good luck with texturing ;)

Karei:
Wooooowwww... :D
it works, Raxx. thanks so much Raxx :D
and Thanks to Kubajzz so much for your lesson about topology. i'm sure that it will help me in my progress... :D

btw, I still have one question, Raxx. When i tried to add the uv map or texture (made with uv mapping) on my original object (as You said before), it didn't work. It only work on the object saved from uv mapper. And that means that the object is very a hi-poly mesh. Did i miss something?

But i like the result so much. Thank You all 

Raxx:
Glad it worked for you :) Try this:

1. Apply the texture to the original low poly mesh
2. Convert that original low poly mesh to a subdivided object (without converting it to mesh afterwards)
3. It should work.

Let me know if it still doesn't work!

Karei:
Still not working...

It may because my object has different condition from Your tutorial.
I closed anim8or without saving my project after exporting the object. After creating the texture, i then opened the previous file and add the texture created. Could it be the problem?

Raxx:
When you import the subdivided .obj file into uvmapper, you can't touch the UVs anymore, otherwise it'll mess up what you're trying to do. As soon as you import it to uvmapper, you save the texture map to a file and then close uvmapper. Then you load the texture map into your image editor, paint on it, and then load it to your low poly mesh, and convert the low poly mesh to subdivided.

This is the only way to get the results you want, at least with uvmapper classic. The details will still be just as warped as the original unless you repaint it to compensate for the warping. The method I've been telling you to use is only so that you can see how to paint it with the warping in mind...it won't automatically fix it. If you don't want to do it this way then the only alternative is to keep it the way you have it: high poly.

Other uvmapping programs have the option to compensate for it being subdivided so that you can uvmap it in a way that it won't be deformed when subdivided, but uvmapper classic doesn't have this feature.

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