Not there yet? Post your work in progress here to receive feedback from the users.
User avatar
By NicoR44
#329116
as shown on the privious page,
Here you see the parting uv lines that will also show when rendering, especially when rendering glossy materials

Image

below posted as reference
Image
User avatar
By Maximus3D
#329117
Those UV's will not work Nico, you need to first build a new clean quadbased meshtopology ontop of your existing mesh with edgeloops around areas like eyes, mouth, noise, ears and such parts of the face. Then you have something you can UV unwrap and texture much easier and end up with much more pleasing results. :)

Something like this..
http://www.subdivisionmodeling.com/uplo ... egions.jpg

/ Max
By rusteberg
#329140
Max brings up a valid point, Nico. Although perfect edge loops on a head can be tricky.

Ideally for head (and i'm no head expert) you want it to look like a pancake face...

open up silo and look how the uv's/seams are laid out with some of the base figures

Image
User avatar
By ivox3
#329158
Maximus3D wrote:Those UV's will not work Nico, you need to first build a new clean quadbased meshtopology ontop of your existing mesh with edgeloops around areas like eyes, mouth, noise, ears and such parts of the face. Then you have something you can UV unwrap and texture much easier and end up with much more pleasing results. :)

Something like this..
http://www.subdivisionmodeling.com/uplo ... egions.jpg

/ Max

That's the problem with Sculptris Max .. It seems to auto-split the mesh like this. I've played around with it and don't see any tools for controlling this.. Do you know how to alter the topology with that program ?

On the other hand, .. since painting is also built in, ...that perhaps by being careful in doing that, .. maybe it doesn't matter. Don't know ..
User avatar
By tom
#329159
I would ask for better painting tools instead of better unfold UV. :) Why not doing the whole texture work in 3D?
User avatar
By Maximus3D
#329161
ivox: Yes i know Sculptis has those limitaions and more, that's why it has to be done in a external application. Which one depends on what Nico has but it can be done in Blender too. There are ofcourse other commercial options which allow both retopologizing and UV-mapping to be done with relative ease in them.
Sculptris is pretty primitive with only very basic sculpting, painting and other tools. It's not something i would use for 'real work' if i say so. I'm using external applications for such tasks. And it's unlikely Nico will be able to do both retopologizing and proper UV-mapping in Sculptris. He needs to look for other solutions..

A while back i started working on Neytiri from Avatar, i haven't had time to finish her yet but i plan on doing it when i get a chance later on.
This is what the basemesh of her head looks like, screenshot taken from Zbrush. It's a very detailed basemesh but that's the way i chose to work on this model. :)

Link below
http://www.galleryhosted.com/images/neytiriwir.jpg

/ Max
User avatar
By ivox3
#329170
Thanks Max ... Primitive or not, ..I hope Pixelogic doesn't kill it off. The fact that they picked it up kind of says a lot -- I think it'd be pretty smart to develop it into a Zbrush Junior. :)

I'll give 'em the tagline for free:

" For when you don't require a bazillion polygons, .. use Zbrush Junior -- it's FREE!. " lol..
By rusteberg
#329173
The best way to sculpt and paint is with a well articulated base mesh that has uv's already laid out (uv's more important to painting. Even edge loops more important to sculpting). From there it's cake.

Starting a mesh from sculpting a primitive will likely bring a need for retopo down the road....

In short, model first, sculpt later.
User avatar
By Lars Magnusson
#329182
Hm, in trueSpace there was a UV-clipping tool to be able to flatten mesh...and it did the same as Sculptris seem to do, disconnected the faces from each-other. Made it useless since moving faces and points would open the mesh.
As a workaround in tS was the more manual approach, selecting polygons, applying for example planar, cylindrical, sperical UV to that group of faces, and basically manually create the UV-islands for the entire mesh. Was a big pain.
User avatar
By NicoR44
#329266
I'm not in a hurry :-) let's see how they improve Sculptris, I'm sure they will take care of this issue

In the mean time... man sculpting is fun!

Image

Image
render engines and Maxwell

well I don't think AI will remain like it is now. […]

Help with swimming pool water

Hi Andreas " I would say the above "fake[…]