FredH - Thanks for the references! that heps a lotI knew something was weird about those fins. I will replace the hairs under the chin with alpha planes. they are just placeholders for now. Thank you
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FredH - Thanks for the references! that heps a lotI knew something was weird about those fins. I will replace the hairs under the chin with alpha planes. they are just placeholders for now. Thank you
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I fixed the joints for the fins (thanks FredH) and cleaned the chin to add alpha planes...the thing is I think Iit looks better with a clean chin. Maybe I'll add some kind of horns, or add more detail with to the already existing horns.
currently at 4108 tris, also need to add eyes![]()
any suggestions anyone?
Mr.T once said: I pity the fool, who'll unwrap this model.
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The joints are excellent now. They looks much more believable and much more sturdy for a giant creature
I guess this is just a matter of taste, but what if you made the fin narrower and a bit longer. Example:
That would look a lot better and probably function better too if it was a real life form. Contrasting the form between the fins would be great, thanks for the idea![]()
here's the model finished. now to the unwrapping phase
If anyone can think of an easier way to unwrap this model, please share. I can use all the advice I can get.
keep it up!
Wow beautiful model Vikkie, the mesh constriction is really tight and it has terrific form to it. I’m digging the tentacle appendages and all the little spikes, cool stuff.![]()
Marcus
Marcus Dublin - Thanks a lot
Frozan - Congrats for your new job !
Ok, I've been trying to unwrap this model for the last few days...I spent around 5-6 hours on it and I am stuck. I am trying to do it all in one map channel. First I break the model into 12 material IDs and it was a breeze but zbrush didn't seem to like it. Now I am trying to do it all in one mat ID and it's a pain :/
I'm not giving up tho...
hmmm, yeah, breaking it up into multiple ids is wrong. Everything should be on one uv channel and one material id. Are you using max or maya?
using max 7![]()
ahh, max, good good.
What you need to do is go into edit mesh, select everything and add a uvunrap modifier. Open up UVunwrap, select everything and shrink everything down to one pixel. Yes... one pixel. Put this pixel at the bottom left hand corner of your box. Collapse the stack so only edit mesh remains.
Now, apply a black and white checkered texture to your mesh. Set tiling to 50 and 50. Since everything is 1 pixel in your uvs.. you won't see a checkered pattern yet.
Now, start selecting faces (not vertexs) you would like to unrap. You should probably start with one side of your fish minus the fins. Remember, you can always mirror the mesh/uvs later for the other side.
when you have your polygons selection, with your selection active, add an unrap modifier to your stack again. When you open it up, you will see one select red dot in your bottom left corner. Remember, everything has been squeezed into that one pixel. With your uv selection still active, go into the uv top menu and find uv unrap (something like this. Don't pick the flatten uvs option). Use the default setting and press ok. Bam! your uvs will be unrapped and it will probably be messy.
After you hit unwrap, you will need to play a game of connect the dots. When you select a vertex, another one should light up somewhere. This means you should weld (control+v) these two vertexs together. (note, sometimes they don't light up.. beware) After hitting unwrap, in your view port, you will see the checkered pattern appear on your model. You have to use this checked pattern as a guide. You will need to move your uvs around until you make squares look like squares on your checkered model.
To make things easier, I am not sure if max7 has it, but there is a option called relax uvs in one of the menus. After you have connected all the dots, you can hit this button and your selected uvs will be automatically positioned so that the textured squares on your model line up. Sometimes, you have to hit this button more then one time for it to work properly.
When done, collapse your stack, hide your current polygon selection so that you don't mess up what you have already done.. and select new faces you would like to unwrap.
repeat the above process for the rest of your model.
If ever you would like to check how things are going, just add an unwrap modifier with no active mesh selection. Inside the unwrap, you will see what you have done so far. If things overlap, just press the checkered box on the bottom of the uv unwrap panel that says.. select by group or object (not sure what is says exactly).
Good luck.
Note... always save your file before you open a new unwrap modifier. Sometimes, max likes to crash when you open this modifier up.
_FreD_
FredH - Thank you is not the response you'll get for this...it would be too light.
I am not dead nor I did give up on the comp. I am just busier with school and work related stuff. I will be finishing the piece no matter what my schedule is like. Thanks everyone, everybody has been really helpful![]()
heh...I regret to inform myself that I will not be able to pull this one off.
I had 2 finals today, yet I still have to prepare a 4 page comic book for tomorrow. well...I still feel like a winner, I learned a lot during the process. I need to work on my time management and cut down on my 3 hour sleep
I spent a week to figure out how to properly unwrap a model and if it wasn't for FredH I wouldn't have even come this far. So thank you all and I hope the best one wins.
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