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Old 02-18-2008, 08:05 PM   #31
camel's_hump
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I do not care if you think I over do it, this model is too low poly for WotTH right now and there is no denying it.

Supa I don't see why you are skinning it when the model needs to be edited and the unwrap changed. The uv wastes so much space, and it is done very strangely. For the texture you have made so far it looks like he has a dent in his head and was stung by a bee to make him puffy.

And I am moving all these posts out of the WIP Showcase thread because they do not belong there. That thread is for finished parts.
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Last edited by camel's_hump : 02-18-2008 at 08:05 PM.
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Old 02-18-2008, 08:10 PM   #32
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Really, I still don't get why you think the polycount is too low. Let me bring up another worker, shall I? Zoom (requires log in)

The face for this one basically looks like a curved plane with a nose on it and cheeks, the torso isn't much different from that of mine, and the arms look like they just have one more edge than mine. Also, the legs look even lower poly than mine.

Last edited by SUPa- : 02-18-2008 at 08:21 PM.
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Old 02-18-2008, 08:34 PM   #33
camel's_hump
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Look at how the other one's model has shape and character.
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Old 02-18-2008, 09:06 PM   #34
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Ok, your uv wrap should look something more like this.
You want to give more space to the areas that will be viewed most, ie. the face.
Seams should be as few as possible and should not be visible.
Seam for torso should be under the armpit. Seam for arm should be on the medial side, in between the biceps and the triceps.

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