Skip to main content

CG Character Development Session 44

Session Review

Proceeding from the previous session, I returned to progress my experience with uv mapping sand create a successfully flattened UV map of the character's arm as instructed in the tutorial.

Moreover, this time I had certainly learned to allot and my work rate was faster, however, after trying to go to Create UVs > Projection and make my cut UV's appear in the UV editor window it did not display my selection with the edges of the model selected. Instead, I had to select the arms faces not edges in order for something to appear on the screen.

Despite the fact I made the arm appear in the uv editor window. It appears that my multiple attempts to unfold and flatten the arm out was unsuccessfully(figure 2) and purely because the program itself appears to be glitchy.
Figure 2 The Irony

Naturally,  half an hour later I discovered a useful video boasting how to create a successful uv map by ???

Furthermore, before I returned to uv map the character, I duplicated the nomad's bodysuit in order to re shaded it black and use Maya's simple textures in case I failed to UV map and paste mt textures before the submission.

Moreover, once the bodysuit was created I was in the process of shading the suit black until a discovery was made.  One of the individual faces were selected instead of the model and that face alone was shaded with a new colour. It is worth mentioning that, this is the same method, I used to texture a previous model in 3ds max.

Simple selecting individual faces of the model and pasting specific textures in specific areas of the model can be a very efficient and simple way to texture a model and is a method I will consider highly.

References

https://www.youtube.com/watch?v=1rVgZzzACGY

By Sebastian Jones

Comments

Popular posts from this blog

(OLD) CG Nomad Final Session Log

Session Review During the events of this final academic session of the nomad, my current concentration was focused on applying more detail to the nomad's helmet and creating a new skin texture. Moreover, the reason for me creating a new skin texture from the previous face skin was because of the previous skin had a harsher completion on the character and a fellow classmate found it unnerving. Moreover, browsing through my photography CDME module folder, I used a portion of my skin an d re shaded indigo in order to create a smoother and more tillable face skin for the nomad. I must say I was very impressed with the quality of detail with the final skin render (figure a). Furthermore, returning to the class I continued to face difficulty successfully, uv mapping the characters head.  However, thanks to constructive criticism from both the lecturer and fellow classmates I proceeded to follow a tutorial from Vimeo, which I personally felt was much simpler to follow a...

CG Character Development Session 39

Session Review Continuing issue of dotted lines on smoothed model Proceeding from the previous session, I started right where I left of and merged my new head model. To the rest of the body mesh and it was a tedious task indeed. For,I had to insert new edge loops on the the lower section of the neck in order to appropriately snap the lines on the new head model because if I ignored the additional edge loops and merged the head to the body it would not fuse it self cleanly to the neck. Furthermore, I browsed the internet shortly afterwards to discover why my model had dotted lines covering the model when smoothing was applied to the model. I soon located an answer on cg society and thankfully one person had ther nerve to ask on the site's forums. Converting faces of ear into quads However, the method they suggested was simply changing the display of the edges and did nothing to fix the issue of my model having dotted lines covering the face of the mesh.  I beli...

CG Character Development Session 30

Session Review Continuing from yesterdays session, I have created the eye sockets using the same techniques I followed to shape the mouth hole. Furthermore, I simply adjust the anatomy of the nomad body further by pulling in vertices along the chest area to create further muscle definition and make it look less weak and wimpy. Moreover, after following Ryans tutorial where he creates the box for the ear, i had to return to following the 3ds max tutorial and follow the steps to shape the ear In addition, duplicated the head I had so far and combined it with the African shaped head. References http://st.depositphotos.com/2036511/1987/i/950/depositphotos_19872483-Male-human-anatomy-and-muscles.jpg http://www.harvard-wm.org/organ-in-the-human-body-heart/heart-human-cryo-staining/ https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Combining-separating-and-splitting-Combine-polygon-meshes-htm.html By Sebastian Jones...