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created UV puzzle
on 06-16-2012 04:18 AM
have a 2 meshes and 2 UVlayouts, one for head

and another one for body
What should I do next?
I think professional 3D Artist combines those into single one mesh.
So he has 2 textures on one single mesh or not ?
When I'm trying to do so I have one mesh and strange UV Layout:

Last edited by zzz7net; 06-16-2012 at 04:30 AM..
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, vertex,
32 Posts,
Join Date May 2012,
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Shift one set -/+1 along the UV range and it'll be more readable for you.
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, spline,
144 Posts,
Join Date Aug 2011,
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2Pola: Shift + in Maya it is (Increase manipulator size)
I want to ask about how it should be done in a professional way.
a) 1 mesh (head + body), 2 materials, 2 textures and one uv-set for this?
b) 1 mesh (head + body), 1 material, 2 textures and second uv-set for the head ?
c) 2 meshes (head + body), 2 materials, 2 textures and 1 uv-set
d) something else
If (c) I have the following seam between head and body:
It is because normals direction of two meshes in border edges not matching each other
even if I make it hard of soft. That is why I think the better way is to have 1 single mesh for whole 3dcharacter
but I can't say it for sure. 3D Artists please help.
Normal maps are not yet baked, so I need your advice to combine head and body of the character in a right way.
Last edited by zzz7net; 06-16-2012 at 05:43 AM..
Reason: addition
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, vertex,
32 Posts,
Join Date May 2012,
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Do you need a separate texture for the head for some reason? Otherwise I'd just resize and move your UV shells around so you can fit both the head and all the body shells in a single 0-1 space, so you have one mesh, one material and one texture.
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, line,
80 Posts,
Join Date Nov 2009,
Location Cambridge, UK
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One mesh and 0-1 space is the most simple and amateur way. Is suit for basic uv-mapping tutorial
Quote:
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Do you need a separate texture for the head for some reason?
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The head has to come with more resolution. That is why the face UV shell is much bigger then the other shells. But for this reason it doesn't fit to character uv-layout.
Look at this professional uv-layout:

Last edited by zzz7net; 06-16-2012 at 09:12 AM..
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, vertex,
32 Posts,
Join Date May 2012,
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Is this a main character? Will the face be the focus for a cinematic in the future? Is it a unique face? Does the face animate?
A yes to any one of these would bias toward having a separate face and body page. However it can still be one mesh.
Is this a generic NPC? Most likely a distant enemy or have distant interactions only with them?
If yes, it would be more optimal to have everything on one page, maybe even more practical to symmetry some elements, like the hands and legs, possibly the chest and face if essential in packing UVs.
If the body is going to be used with other heads, then you'd want to keep the head and body separate, in texture. Although it would have different heads, you'd only keep the head separate when you model it, but when you export it, there's a good chance it'll work better as a single mesh, but referencing two textures and materials.
A lot of games run this way, the face tends to get a devoted shader, what with SSS and rim lighting, etc.
Games like Skyrim might have two models being drawn instead, head and body, as the body elements are very reusable and the head is plopped on top, usually covering the seam with their attire.
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, triangle,
257 Posts,
Join Date Jul 2011,
Location House
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Is this a main character? Will the face be the focus for a cinematic in the future? Is it a unique face? Does the face animate?
A yes to any one of these would bias toward having a separate face and body page. However it can still be one mesh.
Is this a generic NPC? Most likely a distant enemy or have distant interactions only with them?
If yes, it would be more optimal to have everything on one page, maybe even more practical to symmetry some elements, like the hands and legs, possibly the chest and face if essential in packing UVs.
If the body is going to be used with other heads, then you'd want to keep the head and body separate, in texture. Although it would have different heads, you'd only keep the head separate when you model it, but when you export it, there's a good chance it'll work better as a single mesh, but referencing two textures and materials.
A lot of games run this way, the face tends to get a devoted shader, what with SSS and rim lighting, etc.
Games like Skyrim might have two models being drawn instead, head and body, as the body elements are very reusable and the head is plopped on top, usually covering the seam with their attire.
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, triangle,
257 Posts,
Join Date Jul 2011,
Location House
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Quote:
Originally Posted by Butthair
it'll work better as a single mesh, but referencing two textures and materials.
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yes! that is what i`m trying to do. But when I click a single mesh I see this altogether !

not the separate uv-page for head and separate uv-page for body. Is that normal ?
Or I have to put a head UV in the second uv-set ?
Last edited by zzz7net; 06-16-2012 at 11:57 PM..
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, vertex,
32 Posts,
Join Date May 2012,
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There's no need for a second uv-set. What you can do to separate the uvs in the uv-editor is offset the uvs of the face -1 to -1-0 space. That way you won't have unwanted overlapping uvs.
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, spline,
108 Posts,
Join Date Apr 2010,
Location Sweden
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hmm... you mean just move head uv-shell left to -1 space range? It can be the solution but how to bake normals in this case ? confused :
Last edited by zzz7net; 06-17-2012 at 01:01 AM..
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, vertex,
32 Posts,
Join Date May 2012,
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Well one solution is to bake the normals before combining the mesh and offsetting the uvs. Another would be to first offset the body uvs and bake the face normals, then swap and bake the body.
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, spline,
108 Posts,
Join Date Apr 2010,
Location Sweden
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o2 is alright ! ) thanks it's a good trick
And finally I have the last question about hair uvs. How it should be done better ?
I have this hair mesh

and the following uvs for the mesh

But I've seen in Skyrim uv shells of the hair strips are flatten into rectangular strips

The problem is if I'll do so my hair uv shells will be easy-to-use on the layout
but checker texture will be stretched. I mean checker squares (
Last edited by zzz7net; 06-17-2012 at 08:35 AM..
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, vertex,
32 Posts,
Join Date May 2012,
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Ok. my issue solved. I think I have to use planar mapping but with camera projection on my hair strips.
Last edited by zzz7net; 06-18-2012 at 07:31 AM..
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, vertex,
32 Posts,
Join Date May 2012,
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