Tuesday, 5 April 2016

Texturing

When it came to texturing I started by clearing all smoothing groups and setting my character's body parts into their own smoothing groups. To do this I selected rings around my character's arms, legs, neck, wrists and ankles then once these were selected I used the split tool so that each body part became it's own element so I could select each one in element mode. Once I had done this I gave each element it's own smoothing group. (You can do this with material ID but I used an old tutorial which didn't have material ID.)

Once each of these parts were in their own smoothing group I used the border mode to select all of the edges I had previously split apart and then I held control and went into vertex mode to weld them all back together. Now I can use the Unwrap UVW modifier and use the smoothing group selection tool to select each part of my character.

Using this I went through each smoothing group and clicked the "quick planar map" button for each of them, then in the UV editor I turned on "select by element" and dragged each body part apart to separate them like in the image below:



Once these were separated I went into model view and using edge mode I selected seams for each body part so I could create a pelt map for each of them apart from the head which I used the quick peel tool for.

Here are the UV's before I rearranged and remembered that I hadn't added the eyes, teeth and tongue:



 Instead of using an insanely high resolution I separated some of the faces and put them onto other colours in the uv map as I had already planned that certain polys would be certain colours when I was modelling so here is my final UV Map with everything set out. It may not look particularly good but texturing already took more time than I wanted it to.



Here it is again with the UV's on it:



Now here is my textured character, based heavily on The Flash:



Next up I'll be posting my rigging process.