Anim8or Community

Artwork => Finished Works and Works in Progress => Topic started by: Karei on December 21, 2008, 03:03:37 am

Title: First Character
Post by: Karei on December 21, 2008, 03:03:37 am
(http://www.geocities.com/mesh2polygon/c.jpg)
It would be nicer if it has textures. But i don't know how to add them correctly... :(
Title: Re: First Character
Post by: lynn22 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 (http://www.3d-anim8.com/tutorials/tutorial.asp)
Title: Re: First Character
Post by: Karei 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:
(http://i396.photobucket.com/albums/pp50/karisma_de_angel/3.jpg)

(http://i396.photobucket.com/albums/pp50/karisma_de_angel/2-1.jpg)
Title: Re: First Character
Post by: lynn22 on December 24, 2008, 08:25:57 pm
Nice work, she looks lovely.
Title: Re: First Character
Post by: Bobert 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?
Title: Re: First Character
Post by: hihosilver 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.
Title: Re: First Character
Post by: Karei 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? :-[
 
Title: Re: First Character
Post by: Karei 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
Title: Re: First Character
Post by: Kubajzz 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:

Nice model btw, keep working on it!
Title: Re: First Character
Post by: Karei on December 31, 2008, 06:42:47 am
Yes, Here it is.
i think it could be the problem. How is the good topology?
Title: Re: First Character
Post by: Raxx 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 ;)
Title: Re: First Character
Post by: Karei 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 
Title: Re: First Character
Post by: Raxx 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!
Title: Re: First Character
Post by: Karei 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?
Title: Re: First Character
Post by: Raxx 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.
Title: Re: First Character
Post by: Karei 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)????
Title: Re: First Character
Post by: Raxx 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!
Title: Re: First Character
Post by: Karei 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
Title: Re: First Character
Post by: xalener 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.
Title: Re: First Character
Post by: Karei 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)
Title: Re: First Character
Post by: Karei on January 16, 2009, 08:52:36 pm
subdivision character: