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3d art

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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

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