Salome- UV mapping and shader planning
by Radoslaw Marcin Kurczewski · 03/25/2008 (9:10 pm) · 2 comments
Ok, I think I have base mesh (at least parts that are going to be symmetrical). Character got seriously re- designed: bracelets with blades added, hair replaced by this "tiara" or crown, no dress etc. I am actually sorely tempted to give her glowing "wings" - I will add some detail later on, as separate, non- symmetrical meshes but I promised myself to do it only when I will know that my base is working as I want it to work. Previous character gave me so much head-ache...
So- for now I've marked all seams in Blender - orange lines- and after some tweaks I got quite clear base layout

As you can see it's rather "clean" at the moment- I do not have any distortions or overlaps and yes, you guys are right, it's not particularly well done in terms of economy of texture usage, I mean- face is relatively small, other less important parts are larger... and you know what ? At the moment it's unimportant, because now entire character is going to get divided into separate parts. Parts sharing one shader (i.e. flesh, cloth, metal) will be grouped on one texture and only then they will get scaled and tuned for proper texture usage, at this point in time it was not important- main task was to have UV's right. Now- thanks to such a division I will be able to use few separate effects on single character. Shine/ cubemaps on metal, soft rendering on cloth and flesh, glow on details and so on.
... errr... or so I hope it will be.
Thank you very much for reading.
So- for now I've marked all seams in Blender - orange lines- and after some tweaks I got quite clear base layout

As you can see it's rather "clean" at the moment- I do not have any distortions or overlaps and yes, you guys are right, it's not particularly well done in terms of economy of texture usage, I mean- face is relatively small, other less important parts are larger... and you know what ? At the moment it's unimportant, because now entire character is going to get divided into separate parts. Parts sharing one shader (i.e. flesh, cloth, metal) will be grouped on one texture and only then they will get scaled and tuned for proper texture usage, at this point in time it was not important- main task was to have UV's right. Now- thanks to such a division I will be able to use few separate effects on single character. Shine/ cubemaps on metal, soft rendering on cloth and flesh, glow on details and so on.
... errr... or so I hope it will be.
Thank you very much for reading.
#2
03/25/2008 (9:49 pm)
Yep, it's pure Blender. If you want help with UV maybe I can lend you a hand ? Not that I know much but two is more then one... 
Torque Owner Dustin Sims
Blender Learning curve. I am having a little trouble getting the Seaming and unwrapping to work
so well.. I'm probably just impatient is the problem.
Your character looks like it is coming along pretty well. Did you do all the modeling in Blender as well?