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headus 3D scans

Voluptuos Female Wip
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highlander_72



Posts: 41
Joined: 23 May 2007

PostPosted: Mon Nov 05, 2007 11:20 am    Post subject: Voluptuos Female Wip Reply with quote

Hi guys,

I have another layout for a CGTalk modeling challenge and for you to critique here and would really appreciate any comments on how to further improve it.



Took me about 3 hours. According to your experience, is that fast or slow in regards to using Layout, I mean?

Cheers!

PS: I am probably sounding like broken record, but really have to say it again and again. Using UVLayout this work was actually fun! Very Happy
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Nov 05, 2007 6:52 pm    Post subject: Reply with quote

As always your pics are really interesting! Your seams look good to me ... nicely tucked away.

"Took me about 3 hours ... is that fast or slow ..."

There's a lot of detail in that mesh with individual finger and toes and a detailed face, so 3 hours sounds pretty quick to me.

Phil
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highlander_72



Posts: 41
Joined: 23 May 2007

PostPosted: Tue Nov 06, 2007 12:18 am    Post subject: Reply with quote

Thanks for the comments, Phil!

You are probably sick of hearing it, but I really couldnt have done it this way and as quick without UVLayout. It really was a breeze. The more I use it the more addicted to it I become.

You must have a deal with the dark side on this. lol Wink

Cheers!

PS: One thing I havent been able to fully understand though is this: Why does the color coding show me heavy stretch or compression in some places, which doesnt really show as distortion once a texture is projected onto the mesh, while when I manually "pull the areas into the green", a lot of weird texture distortion appears?
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Nov 06, 2007 12:55 am    Post subject: Reply with quote

The color coding is purely based on the relative areas of the polys, so for example, the applied grid for a red poly will appear stretched out compared to surrounding polys. There's currently no feedback for skewing type distortion (ie grid not square when applied).

UVLayout tries to make everything square at the expense of some stretching or compression. By hand manipulating the UVs to get polys green (ie correct area), you're probably introducing some skewing, and often thats going to end up looking worse.

Of course there's always going to be situations were you might need to hand tweak UVs, but I'd say in most cases that usually you're better off adjusting seam locations to get rid of read and blue areas.

Oh, and don't get too hung up on having an all green mesh either. A bit of stretching or compression in your texture might be a lot better than seams everywhere.

I'm just the programmer though ... professional texture artists would have their own opinions :-)

Phil
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highlander_72



Posts: 41
Joined: 23 May 2007

PostPosted: Tue Nov 06, 2007 2:43 am    Post subject: Reply with quote

Aha, I see! Many thanks for the explanation.

The skewing type distortion is exactely what I am getting with manual adjustment, so I basically just let Layout do most of the work on easy smaller island chunks, which I then weld to a larger piece according to the proper placement of seams. That usually produces a quite colorful overall mesh, but seems to be fine with a pattern applied.

Thanks again for the detailed input. Its greatly appreciated. Very Happy
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highlander_72



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Joined: 23 May 2007

PostPosted: Mon Nov 19, 2007 5:06 am    Post subject: Reply with quote

Hey Phil,

since you asked for it the last time. I'll harrass you with some, so far final renders for this particular challenge. Wink

[img]





The whole project is still far from finished and missing textures, particle/fluid/hair-fx and a background, but this is what I have right now and what is entered in the CGTalk HMC 11 voting thread.

Cheers!


[/img]
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headus
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Location: Perth, Australia

PostPosted: Tue Nov 20, 2007 12:30 am    Post subject: Reply with quote

Thanks again for the pics!

Phil
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anrshelt



Posts: 8
Joined: 23 Dec 2007

PostPosted: Wed Dec 26, 2007 5:10 pm    Post subject: Nice layout... Reply with quote

Nice layout....But I actually think that the UVs for the face should cover a much
larger area, or another UV range itself...

The devil is in the details...
ARS ii
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highlander_72



Posts: 41
Joined: 23 May 2007

PostPosted: Sat Jan 26, 2008 5:26 am    Post subject: Re: Nice layout... Reply with quote

anrshelt wrote:
But I actually think that the UVs for the face should cover a much
larger area, or another UV range itself...


Yeah, I agree. I'll probably fix that some time down the road.

Thanks for the comment!

Cheers!
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UVDan



Posts: 50
Joined: 11 Jan 2006

PostPosted: Sun Jan 11, 2009 7:50 pm    Post subject: Reply with quote

Fantastic job. Your powers are nothing to be sneezed at.
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DRAKELOT



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Joined: 02 May 2008
Location: Poser&Bryce Land

PostPosted: Mon Mar 23, 2009 9:09 am    Post subject: Reply with quote

Fantastic unfolding
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highlander_72



Posts: 41
Joined: 23 May 2007

PostPosted: Mon Apr 13, 2009 11:04 pm    Post subject: Reply with quote

Thanks a lot, guys! Smile
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cali3d



Posts: 14
Joined: 26 Apr 2009
Location: Denmark

PostPosted: Mon May 11, 2009 12:47 am    Post subject: Reply with quote

This is really good stuff !
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Kesha32



Posts: 1
Joined: 30 Aug 2010

PostPosted: Mon Aug 30, 2010 10:40 pm    Post subject: Reply with quote

Hi!

I have nothing to say about that post.
Co'z it is very interesting...
Thank for sharing..........
make money online
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SLI_Fallen



Posts: 66
Joined: 19 Dec 2008

PostPosted: Tue Aug 31, 2010 4:34 am    Post subject: Reply with quote

"This image has violated our terms of use" -Photobucket.

oops. No pics now......
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