I have now finished UV unwrapping the retopologized model so all that's left is to bake the normals from the high poly to the retopologized one and start making the textures.
Here is how I have laid out my UV's:
I made sure to give the face the most space as I want that to have a high level of detail, followed by the shirt and trousers, then arms, belt, boots and finally gun holster.
During the unrwapping process I did run into one problem, the pelt mapping of the face, when I was pelt mapping the pelt connected itself to the outside of the face as well as the eye sockets, this caused the pelt to try and pull the rest of the uvs for the face through the eye sockets responding in some pretty horrifying looking UV's.
After some brief research I found my solution, using the loop tool in max I could cap off the eye sockets making the pelt no longer target them when stretching out the UV's, this worked, and resulted in the nicely pelted and relaxed Uv's for the face you can see below.
When I start to create my textures I am going to use a 1024/1024 texture resolution, from my research in my initial blog posts that listed the poly count of several main characters of last generations consoles, 1024/1024 seems to be a good resolution to get the quality out of my textures, 2048/2048, to me, seems like it would be over-kill and not needed for this model.
Through the remaining weeks of this final project I will be focusing on texture creation, each week I will give a brief update of how they are coming along and how they currently look on the model.
-J.W
Bibliography:
North Pixel. (2012). Pelt Unwraping a Face in 3Ds Max. Available: https://www.youtube.com/watch?v=3w-kEukP6wI. Last accessed 18th Mar 2016.
Jonathan Willetts. (2015). 3D Modelling & Poly Count. Available: http://jwillettsdissertation.blogspot.co.uk/2015/10/3d-modelling-poly-count.html. Last accessed 18th Mar 2016.
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