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Some quickpelt mapping advice please :)


Trueform

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Hi there,

I have started teaching myself 3D modelling with Max. I'm no expert, but I've managed to get a simple model of a Charmander pokemon together

 

http://i10.photobucket.com/albums/a128/Trueform/CharTempModSample.png

 

I have got to the pelt mapping stage, but I'm a bit stumped. Having looked online and not finding any useful video tutorials that could help me with my particular problem, I was wondering if anyone on here would be able to help?

 

This is what I have so far:

 

http://i10.photobucket.com/albums/a128/Trueform/CharTempSample.png

 

Does this look right for the pelt mapping body? I try to relax it and change the pelt to be a bit more stretched out, but it doesn't really do much, I'm not sure if this is a good or a bad sign! Any help will be greatly appreciated :)

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Not really no... You need to draw pelt seams. use point to point seams and select the verts on the edge loops where you want seams to be. like up the insides of the legs, and even separating the arms from the body at the shoulder, it's al dependant on shape and topology how where and why you place seams.
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Thank you very much for the advice, I have given kudos to show my appreciation :) if you could spare the time, I would love to know how you think my model's looking :)

 

http://i10.photobucket.com/albums/a128/Trueform/CharTempSample2.png

 

Would you please be able to tell me if this looks a bit better? I followed your advice and made some more seams, split the body a bit better (hopefully)

Edited by Trueform
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that's better.

 

you see the hole where the legs would be attached, I would run a seam right in there to split the front from the back in the groin.. right at the bottom of that image there cut across htose 2 faces, it's a good place to hide a seam and there will be a lot less stretching.

 

then repelt it. Then apply it, and relax by face angles. then see how that UV shell looks.

 

open the material editor and add a checker texture to the diffuse slot... here check this: it's basically what you are doing, even the model is slightly similar :tongue:

http://www.polygonblog.com/unwrapping/

Edited by Ghogiel
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