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# Very nice.
It's probably going to need slicing up into different bits so you can put different textures and materials on them. Look out for that, it's annoying.
(, Sat 30 Jul 2011, 11:53, archived)
# Indeed the UV mapping is a skill all of it's own
luckily the sculpt tools can take the hard work out of getting a perfect map as the deatil can be model directly on the mesh. I've kept a low poly mesh for the mapping and working on the detail in high-poly.
(, Sat 30 Jul 2011, 12:01, archived)
# It's the materials that are the worst bit
like if you want a shiny eyeball, but happen to have made the eyeball part of the same mesh as the face. (Or for the horns, maybe.) Then you have to split them into two meshes again somehow. Booleans are handy for that, because you can just make a cube (or more precise shape) and use it like a cutting tool.

Then again maybe I'm thinking about it all wrong and the right way to go is to use masses of textures for the whole model with funny settings like affecting reflectivity and so on.
(, Sat 30 Jul 2011, 12:04, archived)