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created Character: Ted
on 03-17-2010 12:29 PM
This is the final character for my character modeling class at AIP. It's a huge improvement from my first model this quarter, but I would like to improve it before turning it in. If anyone has any suggestions, I'd appreciate it.
Sorry if the images are too big; this is my first post on polycount.

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, null,
4 Posts,
Join Date Mar 2010,
Location Pittsburgh
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created Update
on 03-23-2010 05:20 PM
Ok, so I've got him unwrapped, and ready to make the high poly. And critiques on my UVs would be cool, as well as the model I've already posted.

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, null,
4 Posts,
Join Date Mar 2010,
Location Pittsburgh
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Your proportions are a bit off if you are trying to make an adult human being. He looks like he is 12-13 years old. You need to check those things before unwrapping imo. Otherwise, it's coming along well. Edge loop around the knees looks a bit weird though.
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, dedicated polycounter,
1,458 Posts,
Join Date Nov 2009,
Location Montreal, QC, Canada
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Yeah, I shrunk his head, and fixed some of the geometry already. I should probably post the corrections.
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, null,
4 Posts,
Join Date Mar 2010,
Location Pittsburgh
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I agree, the proportions look somewhat childlike, but apart from that, looks like a solid model to me. Are those cuts around the knee for deformation purposes? And did you pelt map your UV's?
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, triangle,
451 Posts,
Join Date Oct 2009,
Location Ingletown innit.
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Our teacher showed us the thing around the knee for deformations, and yeah, a lot of it was pelt mapped. The hands turned out a little goofy.
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, null,
4 Posts,
Join Date Mar 2010,
Location Pittsburgh
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the right one is the only ted!
DARN it hurts my eyes
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Some peeps will argue about this, but your pixel ratio on your uvs is a little off. It would be ideal for you to get the most out of your textures by having everything relatively sized proportionally to the body.
One thing u could try ( this will mess up your uvs, so dont cry, cuz i told you so ) grab everything, and do a relax. This will shink down some parts, enlarge others, and in the end give you equally scaled uv islands. After this you will have to go back and do some fixing to get your uvs to be as neat as you have them.
The thing with this is that you are giving more uv space to the shoes and not the shirt. Whatever texture you put into the shoes will come out sharper than anything that you put on the tshirt. the hands, use as much space as the head. Are you going to be painting nail designs on those? a tattoo maybe?
Last edited by raul; 03-24-2010 at 06:33 AM..
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, polygon,
662 Posts,
Join Date Mar 2009,
Location Dallas, TX
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You also have the problem of every joint being modeled completely flat. This will make deformations harder, and will mean you'll get zero anatomical evidence in a game rig once they're bent. Building in slight bends to shoulders, knees, elbows, and fingers, gives you a chance to let a little bone and joint anatomy show through, and will make it easier to keep it through the range of motion. Having a gentle angle also helps with keeping volume in the deformations.
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