PDA

View Full Version : Low high poly basic game stuff


tpe
07-04-2002, 07:21 PM
I was being lazy trying to find a female mesh that i could convert to do a doom 3 character. Unfortunatly none of the ones i could find were easily editable and there were no UVs so i had to make my own.

http://www.tnslblover.co.uk/users/tpe/body.gif

It is not supposed to be a work of art just an easily editable base that will work at several resolutions. It has UVs and they dont distort too badly when a mesh smooth is applied, if anyone wants it they can grab a zip file with high and low res meshes in 3ds and lwo format.
http://www.tnslblover.co.uk/users/tpe/female_body.zip 830k

Anyway if anyone wants osmething like this and thinks they can edit it into something they like then be my guest

tpe

Grey
07-04-2002, 07:30 PM
What a cool thing to do :D

Let's see... you were too lazy to search for a mesh, so it was less work to make your own mesh...:bounce:

Some people have this off the wall way of thinking that makes perfect sense in an abnormal sort of way :D

great mesh!

Baker
07-04-2002, 09:14 PM
Hmnn tits, shame there is nothing else

wedge
07-04-2002, 09:30 PM
i was wondering how you get your UV's to look like that? Is it just a really well made mesh? or can you get Ugly UV's to look like that... this is a wireframe and a UV for a head im making:

Dmitry
07-04-2002, 09:44 PM
You need to use something like spherical projections for the head

tpe
07-04-2002, 09:48 PM
LOL Grey You are too kind I think that lateral thinking is a good thing, if not a waste of time javascript:smilie(':bounce:') and i dont know how to get that bounce in properly but i am afraid i gotta do a whole new one now because it does not do what i want it to DUH :)

wgeddes thanks for asking, I dont think it was because of a well made mesh (I wish). I am afraid this was done the way i think most game stuff is done to avoid seams as you cant use alpha channels to cover up non alignments where the seams are so it was a bit of a pain.

First the surface has a checquered bitmap applied (the one with the nos on in the pic, that i stole from someone but i cant remember who (Thanks again)).

The arm body and leg are all rotated so as they are aligned along an axis, mapped cylindrically and rotated back to their original position.

Then as ligntwave sometimes splits the cylindrical map a bit oddly all the points are unwelded and then some of the polies were moved from one side of the UV space to the other and then tapered the thin ends a bit manually by just moving the points so as the texture does not looked too stretched. the Upper shoulders were cut off mapped in the vertical axis (Y in LW) and then moved so as they lined up with the rest of the torso and the whole thing scaled so as it didnt distort the texture too much.

then any UV coordinates that overlapped were moved around so as they had some space to them selves (as in the brests that consequently dontreally get enough room to them selves). So I am afraid it was mainly just tedious manual stuff (I know that some game modellers use more time mapping than modelling the character).

Alternatively you can just chop the model up into planes (Front back side etc) and map then using planar mapping, move them about and manually stitch them together, or in maya, use relax and stitch.

I think that it was explained better in these...

Maya http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/000879.html
http://www.planetquake.com/sin2q3/tutpart2.htm

LW
http://www.burgos-family.com/3d/uvtexture.htm
http://www.borderequals0.org/articles/uv_intro.cfm

Max
http://www.planetquake.com/polycount/resources/general/tutorials/UVWunwrap/UVWunwrap.shtml

Err and yes what Dmitry says, althoug i like cylindrical on the vertical axis and then widening the nose :)

tpe:bounce: :bounce:

wedge
07-04-2002, 10:28 PM
/me runs and hides from UV texturing!!!!!!

CGTalk Moderation
01-13-2006, 10:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.