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Character<br />
Preparing for UV mapping<br />
Mesh subdivision and UV layout<br />
15 Break down the details<br />
Edges are bevelled on the cuff and belt. An extra row is added to the spike and claw tips to<br />
keep them sharp, as well as the various costume details. After defining the edges, each p<strong>art</strong><br />
is subdivided. The subdivision method Smooth with default settings is used on the body to<br />
keep the muscle planes relatively defined. For the other p<strong>art</strong>s, SDS Subdivide is used o.<br />
p<br />
o<br />
Frazetta finish<br />
17 Use UV Unwrap<br />
To get clean UVs, any existing UV map textures are deleted.<br />
The body geometry is then broken up into separate sections<br />
for unwrapping at the joins of different materials or sections,<br />
such as the cuff and loincloth leg seam. The edge for UV<br />
borders is placed in the least visible area (usually at the back<br />
or other hidden spots). Since the feathers are all instances,<br />
only the main source feather needs to be unwrapped q.<br />
To create a Frazetta-style<br />
warrior, there needs to be<br />
an exaggeration in the<br />
muscles that includes<br />
large shoulders, hands and<br />
feet. Additionally a<br />
costume should have<br />
several layers of detail,<br />
such as weapons, a<br />
fearsome mask, belts,<br />
trophies and, finally, some<br />
equipment pouches.<br />
During the process to<br />
create this warrior, it was<br />
important to make sure<br />
the early stages of the<br />
model were well<br />
constructed and clean<br />
since all the other steps<br />
are built upon them. Good<br />
polygon placement and<br />
edge loops help when<br />
adding finer details,<br />
sculpting and posing and<br />
will speed up the process.<br />
r<br />
16 Sculpting and<br />
clean-up<br />
Using modo’s mesh<br />
sculpting tools, I add muscle<br />
and detail definition, as well<br />
as wrinkles and folds on the<br />
loincloth, leather belts and<br />
boots. The purpose of the<br />
pass is to sharpen detail as<br />
well as cleaning up the edge<br />
geometry that might have<br />
clashing polygons or weird<br />
polygonal shapes. All the<br />
metal items such as<br />
weapons and buckles are<br />
left smooth p.<br />
o The body geometry under<br />
the belts, cuffs and boots is<br />
removed and the open<br />
edges merged<br />
p After using the Inflate tool, I<br />
use the Tangent Pinch tool<br />
to define the muscle<br />
q I use the Unwrap tool mostly<br />
set to Group Normal,<br />
followed by the UV Relax<br />
tool set to Adaptive<br />
r Scale the UVs evenly with<br />
the Action Center set to<br />
Local, Axis Auto<br />
s The focal areas of the head<br />
and hand UV shells are<br />
scaled up slightly to give<br />
them a better pixel ratio<br />
q<br />
18 UV Peeler<br />
For long, tube-like objects I<br />
prefer to use the UV Peeler.<br />
The arm cuffs, belts and<br />
ropes are all ‘peeled’ and<br />
then their UVs made flat<br />
along the U and/or V axis.<br />
The UVs are then re-packed<br />
onto a map to use the pixel<br />
space more efficiently r.<br />
s<br />
19 Pack the UVs<br />
After all the UVs are unwrapped, objects that reuse the<br />
same UV space are hidden. Next, a simple chequer texture<br />
is applied and I run Pack UVs. UVs are placed from largest<br />
to smallest and evenly flat UVs are placed next to each<br />
other. I keep some space between each shell to account for<br />
any pixel bleed s.<br />
85