Sorry so late for the response. Here is the model. I have been using Flatten Mapping I believe. I think I seen the Unfold Mapping, where you can undo your model through a web-type deal? I'm not really sure. I was told it would be easier to take only half of the model, so that is what I am trying to do, the one I am showing has symmetry to show you the entire image.
I haven't any experience with unwrapping, I really have no idea what I am doing but I am interested in learning and gaining experience in this. I really do enjoy this c: and working through the hardships such as this one.
I try to take portions at a time, I just can't help the many pieces flying out! I deleted half of my model like advised (somewhere.. I have been doing a lot of googling.) I also read the sticky, although I heard here that high poly baking is over-doing it. Hopefully I will have some tips here? Also the sticky had something about triangulation, what the hell is that?
Well it's going to be a hero-type unit, so each game might have about 10, though not limited to being near each other. I added the arms and now I have 714 polygons total(both sides included).
Thanks for the responses everyone :D.
Yeah, I really need to fix the ass thanks for pointing that out, also the feet (flippers anyone?).
EDIT: Ah, the polycount is good? I thought it was a bit much, but I'm not really sure. I have had mixed answers about how many I should have.
Updates! :D I think it's coming along great! I believe the weld tool will come in handy once I'm done since I believe I do have a lot of polys. Any more comments?
From what I hear, Maya, Zbrush and 3ds Max are used, although you need to use an m3 importer and exporter, which of which I only know 3ds max has. I suppose if you have Maya or Zbrush you could jump through a few loops to get to 3ds max and finally into Starcraft. Trust me, it isn't as easy as it looks :3. If you want to talk more, send me a PM with your character name and code (or MSN?)
You should be starting with the head. It is much easier to have correct proportions that way. Many parts are sharp and deformed. There are many more polygons than you need.
I actually showed the version with turbosmooth on it, I noticed someone suggested I'll need it for baking. I also did my research on baking, which is essentially taking the high quality textures I created, and applying to my lowpoly.
I love this community :3. Thank you all very much for your help, I will probably continue to ask questions and hopefully one day I will be able to roam these forums, helping others as you have been helping me.
I find this learning curve to be really steep. Was anyone else as confused as I am? Also is there anything else I should know? Like Edit Mesh instead of Edit Poly, using bones instead of biped, anything?
I have 1066 and I've only completed one leg. I've abused the Mesh Smooth and won't let that happen again. So what is the ideal poly count, and is there anyway I can connect some of my polys?
Ok now I understand the bone deal(kinda) and I'm checking out the skins for the models. It looks really complicated when I open it up in Photoshop as a dds file. Is it possible to use a different program to color and then extract the skin as a dds file separately?
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@tigerija: Go
Sorry so late for the response. Here is the model. I have been using Flatten Mapping I believe. I think I seen the Unfold Mapping, where you can undo your model through a web-type deal? I'm not really sure. I was told it would be easier to take only half of the model, so that is what I am trying to do, the one I am showing has symmetry to show you the entire image.
I haven't any experience with unwrapping, I really have no idea what I am doing but I am interested in learning and gaining experience in this. I really do enjoy this c: and working through the hardships such as this one.
0
I try to take portions at a time, I just can't help the many pieces flying out! I deleted half of my model like advised (somewhere.. I have been doing a lot of googling.) I also read the sticky, although I heard here that high poly baking is over-doing it. Hopefully I will have some tips here? Also the sticky had something about triangulation, what the hell is that?
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Looks awesome :) Great job, keep it up!
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@ElGabster: Go
Well it's going to be a hero-type unit, so each game might have about 10, though not limited to being near each other. I added the arms and now I have 714 polygons total(both sides included).
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Thanks for the responses everyone :D. Yeah, I really need to fix the ass thanks for pointing that out, also the feet (flippers anyone?). EDIT: Ah, the polycount is good? I thought it was a bit much, but I'm not really sure. I have had mixed answers about how many I should have.
0
Updates! :D I think it's coming along great! I believe the weld tool will come in handy once I'm done since I believe I do have a lot of polys. Any more comments?
0
From what I hear, Maya, Zbrush and 3ds Max are used, although you need to use an m3 importer and exporter, which of which I only know 3ds max has. I suppose if you have Maya or Zbrush you could jump through a few loops to get to 3ds max and finally into Starcraft. Trust me, it isn't as easy as it looks :3. If you want to talk more, send me a PM with your character name and code (or MSN?)
0
I actually showed the version with turbosmooth on it, I noticed someone suggested I'll need it for baking. I also did my research on baking, which is essentially taking the high quality textures I created, and applying to my lowpoly.
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I'm pretty on and off, but lets say for example I was creating Goku, how is it going and am I doing it right? :3.
UPDATES!
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I love this community :3. Thank you all very much for your help, I will probably continue to ask questions and hopefully one day I will be able to roam these forums, helping others as you have been helping me.
@Simitza: Go
Thank you so very much!
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@Kanaru: Go
Hmm. How would I use edit poly if SC2 will only allow edit mesh as an exportable model? Is there a work around?
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@IskatuMesk: Go
Thank you very much! :)
@tFighterPilot: Go
Where is said readme?
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I find this learning curve to be really steep. Was anyone else as confused as I am? Also is there anything else I should know? Like Edit Mesh instead of Edit Poly, using bones instead of biped, anything?
0
I have 1066 and I've only completed one leg. I've abused the Mesh Smooth and won't let that happen again. So what is the ideal poly count, and is there anyway I can connect some of my polys?
0
Ok now I understand the bone deal(kinda) and I'm checking out the skins for the models. It looks really complicated when I open it up in Photoshop as a dds file. Is it possible to use a different program to color and then extract the skin as a dds file separately?