View Full Version : Please Critique my progress so far
07 July 2012, 10:13 AM
I have modeled this character based on a Grimm Brothers story I read. This is my first serious piece of work, I was hoping to turn it into a turntable once I am done texturing it. I was planning to do one map for the character and another for the stones, the tree stump, and the toad stools. I have never done texturing and I am doing that all on my own, so I don't know if that's the right approach. I was hoping to get some feed back before I send it to zbrush for some sculpting of details. Any suggestions are welcome...
07 July 2012, 03:37 PM
Very nicely done for a base mesh. Not much to critique, but you'll have a decent amount of work ahead of you in ZBrush.
07 July 2012, 03:36 PM
Nice and clean, a good start for sculpting.
07 July 2012, 11:30 AM
Phew... Glad im on the right path. This is probably gonna sound dumb, but are there a certain number of maps that you can use in a scene? Was planning one map for the clothing of the character, another for the head and really long nose, another for the props. Is that okay?
07 July 2012, 06:57 PM
There's no limit, barring your hardware, I guess.
07 July 2012, 02:18 AM
Some game engines can only use a limited number of maps, but if you don't need it to render in real time you could have literally thousands of maps if you wanted to (though I wouldn't envy your render times).
07 July 2012, 05:04 AM
So is a single high res map more advisable?
07 July 2012, 06:10 AM
Not necessarily. The performance difference between one map and a handful of maps should be insignificant. Whatever is easier for you should be fine.
07 July 2012, 08:56 AM
After spending some time doing my homework on Multi/ Sub-object materials, i think thats what i am going to use, thanks for the help :wavey:
07 July 2012, 05:19 PM
One thing to keep in mind is to use tileable textures for saving up a lot of memory!
Instead of having a huge map to span across a surface (for example the base of your model) you could use a small map (512x512 pixels or something like that) which is tileable and then tile it across the floor. This will save you a lot of resolution and wont really be noticeable if done properly. Depending on your restrictions (I come from a game/real time graphics background where its always important to save up resources) it might be useful to mirror certain parts of your characters UVs and textures. but if its for a still frame you probably want to keep it unique UVs for your model so you can have unique details everywhere!
07 July 2012, 05:19 PM
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