AuthorTopic: Gluggernaut 3d  (Read 10990 times)

Offline ptoing

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Re: Gluggernaut 3d

Reply #10 on: December 29, 2008, 07:00:12 am
Eh? Then you are doing something wrong. Blender can perfectly fine UV unwrap multiple objects into one UV. Gogo read manual time \o/


Indigo: coming along nice, looking forward to the texture.
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Offline Indigo

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Re: Gluggernaut 3d

Reply #11 on: January 06, 2009, 07:40:22 am
starting to texture...

Offline Souly

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Re: Gluggernaut 3d

Reply #12 on: January 06, 2009, 07:58:14 am
Could you post the map?
Pretty please.

Offline Indigo

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Re: Gluggernaut 3d

Reply #13 on: January 06, 2009, 08:02:08 am

Offline ndchristie

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Re: Gluggernaut 3d

Reply #14 on: January 06, 2009, 08:02:36 am
same critique of the leg/knee structure as i had for the sprite when i first saw it :



that's what you have to work with.  it is asymmetrical.  :-X
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Re: Gluggernaut 3d

Reply #15 on: March 08, 2009, 09:28:02 pm


Ok, just pointing out some of the poles. (Lots of edges coming from 1 vertex.) When deformation occurs this will cause an unwanted effect. Try to keep poles down to the minimal (5 edges MAX) for best deformations. I realized you have to have poles to discontinue lines but try to keep them down to 5 as I said. Also when you have two poles next to each other, as is on the hand, it can really look bad. But the pole on the top of the head may be ok, since I don't think that part will deform. Most of this stuff really applies to a higher poly character more, but the lesson and practice should be the same across both platforms. Hope this helped.  Also, remember the silhouette is most important with low poly modeling especially.

Offline Gil

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Re: Gluggernaut 3d

Reply #16 on: March 08, 2009, 10:51:10 pm
The one on the foot won't really deform much, same with the one connecting the knuckles to the hand.

The lower leg ones shouldn't deform much (though slightly more) either. I don't foresee any real problems if the animation is carefully done.

The one in the knee is uncertain. I would try to simpify that part a bit, but it seems like it'd deform more or less correct.

The one on the back will deform beautifully, as it lies on an actual real muscle point, so while it will deform a lot, it'll also look correct.

The shoulder might be problematic, same with the wrist one. I don't see a clear fix for either though.