Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 166 07-05-2012 , 09:53 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Creck I will have a look at that tomorrow, to meny beers tonight..............dave




Avatar Challenge Winner 2010
# 167 07-05-2012 , 10:30 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
haha, no problem mate, thanks user added image


May the good times and treasures of the present become the golden memories of tomorrow.
# 168 08-05-2012 , 12:18 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Did a bit of stitching and adding edge loops also extracted the two main teeth, did leave you a little to do.............dave

Attached Thumbnails
Attached Files
File Type: zip Tread3a.zip (75.7 KB, 259 views)



Avatar Challenge Winner 2010
# 169 08-05-2012 , 12:38 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
thanks dave, I owe you a beer lol

EDIT: Is it better to keep those 2 teeth as separate objects ?


May the good times and treasures of the present become the golden memories of tomorrow.

Last edited by Creck; 08-05-2012 at 01:00 PM.
# 170 08-05-2012 , 01:50 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
I would, you can if you want but I have added some edge loops I would just parent them to the main bit.........dave




Avatar Challenge Winner 2010
# 171 08-05-2012 , 01:54 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
Or combine them if everything is smoothed


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 172 08-05-2012 , 04:24 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Creck I have had a closer look at the mesh and there are some ngons that are caursing some stretching you might need to clean them up and do another projection.........dave




Avatar Challenge Winner 2010
# 173 08-05-2012 , 07:57 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
I will take a look on it, but now have to do a lot of stuff to schooluser added image so, hetzer has to wait a bit....


May the good times and treasures of the present become the golden memories of tomorrow.
# 174 31-05-2012 , 11:12 AM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Hi mates, at last I got a time to continue on this project. However, I'm currently trying to solve "problem" in UV text editor...once I move one object above other, it will automatically return it to default position...how could I turn this function off ?
https://youtu.be/oW6D8gk-cu8

Creck


May the good times and treasures of the present become the golden memories of tomorrow.
# 175 31-05-2012 , 12:19 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I didn't even know that was a setting...
anyway, google tells me: Tools > Move UV Shell Tool > option box > uncheck Prevent overlap

# 176 31-05-2012 , 01:00 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
thanks stwert, due to school i'm so brain-washed that didn't even realized to check google lol ...
well dave, i've fixed ngons and just 2 tris left on the mesh but still can't figure them out, moreover could somebody of you check it, 'cause I don't want to spend a time doing projection until I won't be sure that it's done correctly....

Attached Files
File Type: zip tread04.zip (77.9 KB, 277 views)

May the good times and treasures of the present become the golden memories of tomorrow.
# 177 31-05-2012 , 01:35 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
A few tri's should not matter that much so long as they are not stretching the texture.............dave




Avatar Challenge Winner 2010
# 178 31-05-2012 , 03:06 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
Jon,

Do not get all bent out of shape about a couple tri's. I already showed you in the corner of your tank that triangle is part of the shape of the tank!

Also, even though any ngon can be easily cut into all quads or all quads and exactly one triangle, on a planar surface that will not be deformed they will not make a bit of difference. You do, of course, want to try to maintain uniform uv distribution in areas of detailed texturing.

It is edge flow that is important, not whether the model is all "QUAD". I can make an all quad model that is a total piece of crap with all skewed and non-orthogonal edge flow.

This of course is not to say go out of your way to make tri's and ngon's, just please try to understand why and when they are bad so you know when the use valuable time trying to remove them, that could be spent working on something more important.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 31-05-2012 at 03:43 PM.
# 179 01-06-2012 , 08:18 AM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Thanks for replies dave and Rick, well, then I guess I could do another projection of track and continue to mapping the rest of a tank...
EDIT:
still wonder about these stretchings, because I have no idea how to fix them; have tried almost a dozen of different ways of combining that UV layout, but every time I get those artifacts, damn....

Attached Thumbnails

May the good times and treasures of the present become the golden memories of tomorrow.
# 180 01-06-2012 , 08:38 AM
PixalZA's Avatar
Lifetime Member
Join Date: May 2011
Location: Riyadh, Saudi Arabia
Posts: 525
Hi Creck. It looks like it is on a texture seam/map border that you are getting this. If so have a look at the Smooth Mesh->Extra Controls->Map Border setting of the geometry shape.

Attached Thumbnails
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off