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Author Topic: First Character  (Read 11161 times)

Karei

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Re: First Character
« Reply #15 on: December 31, 2008, 07:50:21 am »

Well, the uv mapper said that my obj has no uv coordinate, so i have to create a new uv map. Was it the problem (because i created a new uv map in the app) like You said (that i may not touch the UVs)????
« Last Edit: December 31, 2008, 07:59:43 am by Karei »
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Raxx

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Re: First Character
« Reply #16 on: December 31, 2008, 08:06:49 am »

Basically, yes. It's odd that it would say it has no uv coordinates though. Did it say it had coordinates out of bounds or just none at all? Either way, if you create a new uv map for the subdivided mesh then you can't use the generated texture map on anything but that mesh that's in the uvmapper. If you try applying the resulting texture to the old mesh then it wouldn't match even when subdivided.

So your three options are:

1. Convert the original mesh to subdivided, then convert to mesh to make it permanently subdivided. Then export it to .obj, re-uvmap it, re-import it, and then apply the texture map to it. You result in having a high poly model but you don't have to worry about warping.
2. Just keep the original mesh and convert it to subdivided, then try to repaint it to compensate for the warping.
3. Follow my steps which results in just the high poly texture map but the mesh isn't re-uvmapped, and use it to aid you in repainting it to compensate for the warping.

The warping that occurs when unwrapping subdivision-based models is why you try to keep certain areas separate. Like model the eyes separately and then give it its own spot in the texture map. Then unwrap the entire head by itself (cylindrical works best), and put that in the texture map in its own area separate from the eyes or just give it its own texture, and then the other body parts in the same manner.

High quality umapping software like DeepUV, UVMapper Pro, and the ones integrated in high-end commercial software have a lot more tools that give you the ability to unwrap your models with minor warping/deformations. I recommend looking towards trials or free alternatives to uvmapper classic if you want to get good results faster for complicatd models.

Good luck!
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Karei

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Re: First Character
« Reply #17 on: January 04, 2009, 06:03:08 am »

Thanks Raxx...
 ;)
Your methods are good, actually. I am only not satisfied with my working: basic and less detail "hi-poly" model. So, the problem is in my model.

I would very glad to use Your methods next time in creating a very detailed model. ;)

For now, i will try to use another app for unwrapping: lith unwrapp. It has cool features that uv mapper classic doesn't have. I will create a very low poly object and subdivide it in the app. What i need to do now is learning about how to create a good topology (thanks to Kubajzz ;)). I will post my progress later. Thank You so much for u all  :D

xalener

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Re: First Character
« Reply #18 on: January 10, 2009, 01:18:44 am »

I'd do something bout the elbows, make them bend inwards instead of out. I'd also lengthen the arms so that the tip of the fingers reach the middle of the upper legs.
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Karei

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Re: First Character
« Reply #19 on: January 16, 2009, 04:58:39 am »

Hehehe :D
I don't know how to express my happiness today. Firstly i would like to thanks Raxx soooo much for His kindness to tell me a method to make a uv map for a subdivision. Unfortunately there was a missunderstanding in my head when i tried it for the first time so that i can't get a good result. Now i finally found my error and "fix" it :D
I've just tried the method on a simple subdivision and here is the result (the uv map fit the subdivision very neatly)
« Last Edit: January 16, 2009, 05:06:44 am by Karei »
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Karei

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Re: First Character
« Reply #20 on: January 16, 2009, 08:52:36 pm »

subdivision character:
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