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« Reply #14055 on: May 04, 2014, 12:45:02 AM » |
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I've been trying out making clothing. I thought I'd go all the way with this, in terms of outfit. I could really use some opinions, if you might give some. I'm working on making default Robin from Fire Emblem: Awakening and sticking him on Marth. Tips for UV mapping clothing would -really- be appreciated, too, I've only really done weapons before now. And ignore the vertex count, at least for now. Thats the most purple thing i've ever seen.
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« Reply #14056 on: May 04, 2014, 12:47:50 AM » |
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Thats the most purple thing i've ever seen.
Wellyeah, I haven't really UV Mapped or textured the coat or anything else new, yet. Apart from one of the swords, which I did before this.
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« Reply #14057 on: May 04, 2014, 02:11:37 AM » |
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I've been trying out making clothing. I thought I'd go all the way with this, in terms of outfit. I could really use some opinions, if you might give some. I'm working on making default Robin from Fire Emblem: Awakening and sticking him on Marth. Tips for UV mapping clothing would -really- be appreciated, too, I've only really done weapons before now. And ignore the vertex count, at least for now. Pretty cool sword and nice idea!
@Everyone: How does one UV map things?
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« Reply #14058 on: May 04, 2014, 04:46:05 AM » |
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@SatoshiKura clothes tend to be more difficult than weapons, but here's how I would do it: flatten the coat minus the sleeves into a rectangle. Cut the sleeves the long way (on the underside of the arm) and flatten that into a rectangle. Then just map the hood and.
@ShadowLuigi-NG- Add an unwrap UVW modifier.
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« Reply #14059 on: May 04, 2014, 07:52:11 AM » |
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Roadkill UV mapper will be of great use to you. It's of great use to me. My goodness, I love it!
If you use it, you won't have to modify the mesh to make it fit Max's UVW wrappers.
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« Reply #14060 on: May 04, 2014, 08:24:48 AM » |
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Roadkill UV mapper will be of great use to you. It's of great use to me. My goodness, I love it!
If you use it, you won't have to modify the mesh to make it fit Max's UVW wrappers.
There's also Maya as an alternative, which as some decent UV mapping, but I'd go with what Spex uses (and maybe I should too)
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3DS Friend Code: 2895-6640-9302
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« Reply #14061 on: May 04, 2014, 01:57:53 PM » |
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@SatoshiKura clothes tend to be more difficult than weapons, but here's how I would do it: flatten the coat minus the sleeves into a rectangle. Cut the sleeves the long way (on the underside of the arm) and flatten that into a rectangle. Then just map the hood and.
@ShadowLuigi-NG- Add an unwrap UVW modifier.
Thanks for the tips! I'm trying it out right now. By the way, this is the sword he'll be using:
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« Reply #14062 on: May 04, 2014, 02:09:56 PM » |
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@Everyone: How does one UV map things? In Max, I add a UV Map mod first and set it to the most logical envelope setting, and transform the envelope so that it gets the seams closest to how I want them to be. Then I add a UVW Unwrap mod and flatten (usually by smoothing group) and/or transform it some more so the mesh takes up as much room as possible in the boundaries.
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« Last Edit: May 04, 2014, 02:11:48 PM by BlackJax96 »
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« Reply #14064 on: May 05, 2014, 12:39:09 PM » |
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poor decapited pikmin :S
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« Reply #14065 on: May 05, 2014, 01:18:59 PM » |
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Thanks for the tips! I'm trying it out right now. By the way, this is the sword he'll be using: This sword looks awesome...
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"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
Best color, most stars, and least amount of power. The good life. Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.
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« Reply #14066 on: May 05, 2014, 08:21:48 PM » |
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Roadkill UV mapper will be of great use to you. It's of great use to me. My goodness, I love it!
If you use it, you won't have to modify the mesh to make it fit Max's UVW wrappers.
Never heard of that program. i might give it a shot cause i'm quite atrocious at making UV maps .
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« Last Edit: May 05, 2014, 08:27:00 PM by SonicUnderground316 »
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お前はもう死んでいる。
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« Reply #14067 on: May 05, 2014, 09:16:09 PM » |
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Got the hurt face working through pat0 since by default it's eyelids (pat0) and eyes shrinking (srt0), and animating the hands to show up when needed. Long & boring process.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #14068 on: May 05, 2014, 09:18:40 PM » |
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I assume his mouth won't open?
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« Reply #14069 on: May 05, 2014, 09:22:26 PM » |
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I assume his mouth won't open?
I'm still toying with whether or not to do that. I know I'll make two versions, one with a rigged mouth and one without for those who like the SM64 feel of it.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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