How Characters Are Made Part 03
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How Characters Are Made Part 03

Wed, 19th Feb, 2020

BMR on Wed, 19th Feb, 2020

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Making UV maps, now this is definitely a part where I still struggle, and I'm sure I'm doing some things wrong. Still, it works well enough for what I need to do, so I'll just keep learning bit by bit as I go.

When doing this, you generally want areas that need more detail to take up more space on your map. For example, the back of the head is going to be covered by hair, so it definitely doesn't need to show as much detail as the face. To do that, I'll resize things here and there, enlarging the more important areas. Because those areas take up more space on the map, it's possible to put more detail into them. I'll also make sure that the seams are carefully hidden, or at least disguised.

Tomorrow, Materials!


>user comments

Jeremy7 on Wed, 19th Feb, 2020

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You can use only half the model for colors if the model is symmetrical?

Interesting!

BMR on Wed, 19th Feb, 2020

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Well, not quite. At least, unless you do some prep work beforehand. When I model something, I'm typically only making half of the face. I have a modifier on the model which will mirror it along the X-axis. Normally, this would make it so that the texture is mirrored as well, but there's also an option in that modifier to simulate as if you had made the entire thing.

That way, you would arrange your UVs to take up only half of the square image, and when you add the colors, it will math it (basically mirroring everything) so that you can have different colors on the two sides. That way, you can still have a perfectly symmetrical model, while still being able to have different stuff on either side of the face, like Baugulf's scars.

...(RockB) on Wed, 19th Feb, 2020

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Looks creepy... You basically have to skin your models to put better skin on them...

This works totally different from what I imagined (like, define the skin color and the shiny-ness(?) of the whole surface so that it looks like skin, then add patches of additional coloring (like freckles, scars and maybe body hair) on top of that.) Your method should give much better results but it's also a huge lot more work.

Hmmm... The teeth are painted, too?

BMR on Wed, 19th Feb, 2020

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Actually, you're not that far off! You can certainly do it that way, and in fact, that's how I used to do textures. Basically, procedurally generated textures where everything was just defined. And then, I'd share those textures across different objects.

The advantage of that is, depending on how you do it, you might not even need to UV unwrap an object, especially if you're going with flats for everything. The disadvantage though, is that I wasn't able to get quite as much detail into it. It's not a "worse" method per se, just a different one, and certainly has its place depending on what you want to do. And the method I'm using now (the one being described) does what I want it to do, so huzzah for that, heh.

As for the teeth, yes, they are painted as well. But! Because I am a lazy bastard, I've painted them once, and then I reuse the teeth among all the models. Barring losing teeth, everyone's got the same number, so it works. Just a bit of resizing and tweaking, and I'm all set.

Thracecius on Thu, 20th Feb, 2020

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Does it impact rendering time to insert an object into the model, or am I misunderstanding how you include the teeth into the various models?

...(RockB) on Thu, 20th Feb, 2020

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Thank you very much! I'll probably never use this info but I still love to learn all that.

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