Development > Artwork

W.I.P. Potential new soldier models (Blender)

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Destructavator:

--- Quote from: DuKe2112 on March 23, 2009, 01:30:01 pm ---Ok I just loaded the model to see why the texture looks off and realised that you didn't even bother with the UV wrap. So that was probably just to give an example look?

But i noticed that you have internal polys, some are the mirror pane and a lot are in the belt area. Some are in the elbows.
You could also loose some polys by welding the belt pouches directly to the hip. (No one will notice the gaps at distance anyway)
--- End quote ---

Well, as I said earlier, this is the first time - ever, in any modeling program - that I've started adding a texture to a model, this isn't something I've done for a long time like some of the other people who have been to this forum.  Since that last screenshot and .blend file I posted here I've been doing more work on it, and quite honestly I've only started reading through guides and tutorials on the net on textures in Blender.

...So at this point, yes, this is just a "quick-and-dirty" example, and the whole model texture will eventually be re-done with a better and more detailed one.

By the way, DuKe2112, I noticed you removed your first reply post which had a little helpful information, in particular the example graphic.

I'm working on learning it, it'll get there eventually (Please have patience).

DuKe2112:
oh yeah well, I thought at firrst that you had done it wrong and I wanted to correct you, then I noticed that you didn't really try in the first place and removeed that.

But you're right that was probably usefull. so here the grafik again.

A wrap like the one on the left makes it a lot easyer to match up the textures over the edges.
Usually you want to unwrap as much continuos area as possible without causing large distortions in the border area

Of course you can map like on the right, and sometimes you actually want to. When it is a different material anyway or you want to use the texture area better. And at least one cut is always necessary anyway.

And another point in the mesh you posted i that you especially modelled the shoulder patches and the stripes on the boots. If you want to add more detail that's fine, but you keep it rather flat you might be able to remove those polys and just do it with the texture.

And besides I probably haven't done more modeling then you (;
I'm still working on my first real project. Surprisingly a human as well.

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DuKe2112:
Oh here is the guy as he is now, in case he is usefull.

www.freewebtown.com/DK2112/human_base_01.blend

He is supposed to be extremely anatomical for a relatively low poly count. SO it might be a while before I finish him.



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Destructavator:
OK, I'm glad these issues were brought up, especially the internal polys, as I've re-worked the mesh from head (actually neck) to toe and found that about half the polys were from messy, internal garbage that just really didn't need to be there when I slammed together various sections, as well as duplicate vertexes, etc.

After all that, now I think it's ready for some details such as a holster and other little stuff.

I also did some studying on textures in Blender and how to UV Wrap and stuff, and soon I'll get there - I think I know how to do it now but I just need to get it done, something I should have time for soon.

I've also got ideas for versions with armor that I think would look much nicer than some of the existing armored models, but I'm not there yet.

(The .zip is the .blend file as it is at this stage.)

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Mattn:
you are coming along ;)

the arms still need some more work imo and keep in mind that the legs and arms must be rigged and animated. please prepare the polygons at the locations (e.g. the knees) - it doesn't look like that is done already.

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