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Author Topic: First Character  (Read 16157 times)

Karei

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First Character
« on: December 21, 2008, 03:03:37 am »


It would be nicer if it has textures. But i don't know how to add them correctly... :(

lynn22

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Re: First Character
« Reply #1 on: December 22, 2008, 07:10:50 pm »

It's a beautiful girl, I just think that her gloves and boots seem a little too heavy for such slender girl to lift comfortably, unless of course she is meant to be "super girl" ;)

To texture, you will have to put a texture on selected faces or unwrap the whole model and uvmap in a paint program. To get started have a look here
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Karei

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Re: First Character
« Reply #2 on: December 24, 2008, 06:35:05 pm »

Yup.  ;) I was trying to create something like the "power rangers", hehehe :D
Thank You, i've tried the uv mapping with uv mapper and here is the update:


lynn22

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Re: First Character
« Reply #3 on: December 24, 2008, 08:25:57 pm »

Nice work, she looks lovely.
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Bobert

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Re: First Character
« Reply #4 on: December 30, 2008, 12:08:17 am »

Its a really good character but I was wondering, since you went through the trouble of unwrapping it with UV mapper, wouldn't you want to put some fancier textures on her?
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If a squirel had lips...could it whistle?

hihosilver

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Re: First Character
« Reply #5 on: December 30, 2008, 04:05:14 am »

That looks like a pretty good start.  The face is probably the best part at the moment, though it doesn't seem that you spent as much time at all on the other bodily features.  For example:
The hands are a very odd shape.  The hand all-together is a bit unrealistic.  If I were you I'd correct the proportions with a reference image of a drawn or real hand to give you good shape.  This is the same with the whole body, reference images are always very helpful!
Arms don't normally ever jut outwards, though perhaps this is an anime styling?  With it this way though, it would be very hard for anyone to animate!
The breasts look very much like extrusions and do not fall naturally.  They also seem very squarish, I would work on rounding them and having them fall naturally on the character.
You could also pay a bit more attention to the boots, they're okay, but could use more details like the face, and more attention in refining what you have.

You're definitely heading in the right direction, and don't take these criticisms harshly, I'm being picky at the moment to help you to try and improve this model.
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Karei

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Re: First Character
« Reply #6 on: December 30, 2008, 11:48:26 pm »

Thank You, all... :D
Actually, i didn't spend lot time for the body because i had to finish my college task. Now i'm starting a new character project and i'll try to practice Your advises ;)
I got some problems. I would like to create a good low poly character, but now i get a "dilema". I have tried some experiments, and my problem is: if i add texture or a uv map (created with uv mapper) on a subdivided object, the texture will look horrible (i don't know why, but it looks like a "melted down painting"). And if i keep it as a mesh, it looks so squarish and creased although the texture looks very nice(i will post the examples later  :-[). Does anybody know how to solve this? :-[
 
« Last Edit: December 30, 2008, 11:51:35 pm by Karei »
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Karei

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Re: First Character
« Reply #7 on: December 31, 2008, 06:05:17 am »

These are my examples while trying to add texture on a subdivided object.
pic 1: mesh with uv map
pic 2: the mesh after being subdivided
« Last Edit: December 31, 2008, 06:09:20 am by Karei »
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Kubajzz

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Re: First Character
« Reply #8 on: December 31, 2008, 06:29:55 am »

Could you show us a wireframe image of your model? If the texture "melts" like this, it's usually because of bad topology.

Here are some advices:
  • Take care of the edge loops - check out this article (thanks to hihosilver who posted that link a while ago...)
  • Your model should consist of quadrilateral faces. Other faces tend to mess up the textures when subdivided, try to avoid them.

Nice model btw, keep working on it!
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Karei

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Re: First Character
« Reply #9 on: December 31, 2008, 06:42:47 am »

Yes, Here it is.
i think it could be the problem. How is the good topology?

Raxx

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Re: First Character
« Reply #10 on: December 31, 2008, 06:43:06 am »

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 ;)
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Karei

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Re: First Character
« Reply #11 on: December 31, 2008, 07:10:44 am »

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

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Re: First Character
« Reply #12 on: December 31, 2008, 07:17:55 am »

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!
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Karei

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Re: First Character
« Reply #13 on: December 31, 2008, 07:30:29 am »

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

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Re: First Character
« Reply #14 on: December 31, 2008, 07:34:17 am »

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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