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Old 15-10-2007, 06:38 PM   #331
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Old 15-10-2007, 08:55 PM   #332
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Originally Posted by Pedro Toledo View Post
I'm glad you liked it Big Toe.

I don't think this is good enough to join the other Tuts, but if you think it could help others, feel free to to use it as you think is best.
It's a sound workflow..

I might add that it's often handy to flatten off the edges of the pelt stretcher into a square so you can fit stuff together better in the texture page. Squares fit better into squares than circles do.

I find there's two main weaknesses in pelt mapping. One is that you can end up wasting a fair bit of texture space (due to the irregular shapes it generates) and the other is that it can be quite difficult to paint the texture as you're not painting a normal shaped hand.

The benefit is of course that you don't get as much distortion in your UVs as you would with a planar map - it's also quite trippy watching it do the relax part
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Old 15-10-2007, 09:20 PM   #333
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very nice toe, you actually pushed the texture this time around. can we get some back views+wires?
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Old 15-10-2007, 09:35 PM   #334
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*Feels left out*

You're getting better at the texturing, ToE. Keep it up.
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Old 15-10-2007, 10:46 PM   #335
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I might add that it's often handy to flatten off the edges of the pelt stretcher into a square so you can fit stuff together better in the texture page. Squares fit better into squares than circles do.
Yes, if you are working with really small maps this is true. It would be better to have some distortion and save texture space than to avoid distortion by "waisting" a bit of your space.

I would say that in nowadays next-gen games, where sometimes you may have 2 maps of 2048X2048 each for a single character, it would be more important to keep the quality of your maps (free of distortion) than to use 99% of your texture sheet.

I would not say that for a handheld title though, working with really small textures (128, 256...) it would be more important to be able to use each single pixel of our maps. In this case I would for sure try to keep all UV island squared as you suggested.

But of course, I don't mean that we should not worry about saving space I just think that sometimes quality overcomes quantity

And yeah, it is funny to see the Relax working.


Nice character Big Toe
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Old 15-10-2007, 11:05 PM   #336
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Actually, I´ve been trying to figure out this pelt mapping thingy Pedro Toledo, so thanks very much dude for showing us

Appreciate it
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Old 16-10-2007, 02:57 AM   #337
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defaultalias: front/back and a wire:




Rhauk: when it comes to textures, I still suck. But I did find a trick to help out: http://www.gameartisans.org/forums/showthread.php?t=310

Pedro Toledo: thanks
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Old 17-10-2007, 10:48 AM   #338
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Rhauk: when it comes to textures, I still suck. But I did find a trick to help out: http://www.gameartisans.org/forums/showthread.php?t=310
a further sneaky hint on the render-to-texture/occlusion lightmap thing is to slap a meshsmooth on the model before rendering to texture - it smooths out a lot of the hard edges for you.

and yeah - pedro has a good point re:the distortion vs texture space issue


that looks sweet btw big toe, I can't help thinking his feet should be bigger though.
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Old 17-10-2007, 01:26 PM   #339
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Continuity error BigToe, His head band & bandages just keeps on shifting ~. @
Lol, just giving you crap :3 Now I need to get my butt in gear & finish my ninja ~ Again, Awesomeness Toe. Awesomness.
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Old 17-10-2007, 02:42 PM   #340
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poopipe: and here I am thinking the feet looked too big. I think it depends of the angle of the render. A few of the renders made the feet look way to long, then some looked small.

Klash120: I know what you mean, it took for ever to model them that way. But, seriously, I had to flip the image to get it to fit in the page layout. I tried to rearrange everything so that I wouldn't have to, but, it just didn't work, plus I was bored of it.
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Old 18-10-2007, 06:36 PM   #341
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Update.





Edit: Optimized a bit, added some, removed some. He's now at 2222 tris. (Nifty number, yes?)

Edit 2: Optimized a bit more, 2200 now.

Edit 3: Scaled down his hands, they were huge.

Fake Edit 4: Anyone? :3

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Old 18-10-2007, 08:21 PM   #342
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erm yea @_@ can't find the polycounter function in 3ds max 9 <.<
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Old 18-10-2007, 08:40 PM   #343
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not 100% sure, but, I think its in the customize section of the menu thingy, sorry I cant be more help.



Pedro, I gotta tell ya man, this pelt thing is great. I'm on the middle of using it and had to stop to tell you. What sucks the most is that it's been sitting here all this time and I just kept on looking pass it.
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Old 18-10-2007, 08:53 PM   #344
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Hahaha, glad you liked it Big Toe

After a while you just stop using other mapping methods. I use it for everything, actually I may not use the pelt itself for everything, but the Pelt Seams (not only the "Point to Point Seams", notice that you can also select an edge loop and convert it into Pelt Seams by clicking on the "Convert Edge Selection to Pelt Seams" button) I use this all the time... See, for some things the pelt is not so necessary, if you want your torso mapped in two chunks - front and back - it may not be necessary to use the pelt, since you would probably get a bit of distortion from the stretching process, but using the pelt seams really make it easy to select the chunks of polygons, then you may sometimes, instead of the pelt, simply use the planar button and later use the Relax tool to fix any distortion.

Max's uv tools are REALLY good... Unfortunately most people just don't know it. I agree it's not the most user friendly interface, but it's really powerfull.

Anyway, good to know this is helping you
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Old 18-10-2007, 10:28 PM   #345
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I being working on this female head for my class. It doesn't look like a female need help.

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