Development > Artwork

Redo of Soldier Body model

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Migel:
Um, Destructavator, can you please change UV a little. It's about back pouches - there is only a few pixels for them now, so move them separately from the belt to the center of skin and make them bigger. I'm not updating new md2, or it will spoil your animation work (you know - set it to the bones again). Once you do it, please upload new md2 - I don't need source, it's only to test the skin. And I will be sweet if you leave all other parts in their places - skin is half-ready.

Destructavator:
 :-[

Migel, I owe you an apology.  A big apology...

I'll get back to that in a moment.

I re-opened the UV Map for the un-armored soldier and found that either Blender doesn't have the capability of adding a new seam and splitting a mapped section, or if it does have such a function I can't find it or figure out how to do it, not without re-unwrapping the whole thing and having to manually place all the texture areas by hand all over again.  (I wouldn't want you to have to start over.)

I was, however, able to expand the ends of the belt section so that the pouches in the back were much larger and easier to work with, I'm currently uploading a new zipped package with the changes.

The embarrassing part is that while looking through all the tools, I found some features in Blender to easily map out areas in nice and neat sections, with straight edges instead of crazy distorted angles everywhere.  If I had found this feature earlier it would have made it a hell of a lot easier for you to paint over all the areas and make your job much easier.  I used this feature on the ends of the belt where the pouches are, you can clearly see the difference in the attached screen shot, nice and neat squares, all even and everything.

So, I'm sorry I didn't do this before, making the whole UV map nice and neat like this, it would have meant a lot less work for you.

I'm going to re-do the other model's UV map, the armored one, with these tools, so that by the time you get to the other model with the armor it should be very quick and easy.

Again, I'm sorry I didn't do this before.

Edit:  Here's the modified un-armored one, changed like how you wanted: 
http://www.destructavator.com/92dl/s6_20.zip

vidarn:

--- Quote from: Destructavator on October 05, 2009, 11:58:16 pm ---I re-opened the UV Map for the un-armored soldier and found that either Blender doesn't have the capability of adding a new seam and splitting a mapped section, or if it does have such a function I can't find it or figure out how to do it, not without re-unwrapping the whole thing and having to manually place all the texture areas by hand all over again.  (I wouldn't want you to have to start over.)

--- End quote ---

Hi!
This is actually possible, by selecting the faces you want to deattach and hitting alt+L.
If you don't mind me asking, that feature to automaticaly lay the parts out with neat borders seems great, I have been looking for something like that as well, could you explain how you did it?

Destructavator:

--- Quote from: vidarn on October 06, 2009, 09:02:13 am ---Hi!
This is actually possible, by selecting the faces you want to deattach and hitting alt+L.

--- End quote ---

Ah!  Thanks for the tip!  That's one of the things about Blender that I find very impressive - the fact that there's always something new to learn or figure out.


--- Quote from: vidarn on October 06, 2009, 09:02:13 am ---If you don't mind me asking, that feature to automaticaly lay the parts out with neat borders seems great, I have been looking for something like that as well, could you explain how you did it?

--- End quote ---

Actually after a little digging it seems that such a feature is from a third-party python script I downloaded some time ago.  I'm afraid I don't recall where I got it from, except it came as part of a bundle.  In addition there's also the "snap to pixels" option which also helps.

If I ever remember where I got that script from, I'll let you know - it came with a lot of other great plug-ins as well.

vidarn:

--- Quote from: Destructavator on October 06, 2009, 10:15:36 am ---That's one of the things about Blender that I find very impressive - the fact that there's always something new to learn or figure out.
--- End quote ---
Yeah, although sadly I guess that's also one of the things that many people find frustrating about blender, that some settings and features are near impossible to find ;)


--- Quote from: Destructavator on October 06, 2009, 10:15:36 am ---If I ever remember where I got that script from, I'll let you know - it came with a lot of other great plug-ins as well.
--- End quote ---
Appreciate it!

Btw, don't know if you've tried it but a function that I love when unwrapping is the "follow active" unwrap option (u->"Follow active(quads)"). I found out about it not long ago, but it's really helpful when trying to keep the lines straight. Documentation can be found here: http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/UV/UV_Calculate/Follow_active_quads

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