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Author   Topic : "My first 3D face model."
RayKast
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Joined: 17 Jul 2001
Posts: 49
Location: Salinas, California

PostPosted: Thu Jul 26, 2001 4:41 pm     Reply with quote
Still trying to get the uv thing down.


I used the Sub-D method for this guy.



Notice the seem at the top, heh.




A shot at the scar. Yes I noticed the poly artifact, not sure how to get rid of it.
Are there any 3D artists out there that are experienced with lightwave?
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Anthony
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Joined: 13 Apr 2000
Posts: 1577
Location: Winter Park, FLA

PostPosted: Thu Jul 26, 2001 5:57 pm     Reply with quote
You look as though you've got the UV to be pretty good, I don't see much stretching outside of the top-some hair will cover that. The artifact...is it perhaps the inner nostril poking through? That happens sometimes. Otherwise, post a screen of the geometry of just one side of the nose/cheek in wireframe. For your textures, you need more detail, higher resolution, and some color variation. Good start!
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RayKast
junior member


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Joined: 17 Jul 2001
Posts: 49
Location: Salinas, California

PostPosted: Thu Jul 26, 2001 6:22 pm     Reply with quote
Thanks Anthony. I just found out that those textures where not in fact uv. I finally found out how to make the damn texures UV!! I need the textures to be uv for endomorphs and when I animate the face. So now i got to redo the texures (which is fine since I was going to redo them anyway).

As of this typing I have some genearic textures going on (and i like the non uv ones better). Gotta start tweeking!

[ July 26, 2001: Message edited by: RayKast ]
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Pat
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Joined: 06 Feb 2001
Posts: 947
Location: San Antonio

PostPosted: Thu Jul 26, 2001 8:59 pm     Reply with quote
The space between his eyes seems excessive. It's hard to tell from the angles you've posted, but the general rule of thumb is that there's a one eye width of space between the two eyes.

-Pat
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RayKast
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Joined: 17 Jul 2001
Posts: 49
Location: Salinas, California

PostPosted: Fri Jul 27, 2001 12:46 pm     Reply with quote
Okay now all my textures are uv. I need some help with color variation now.

Pat- thanks for the comment, I'll try to get the eyes closer together



Here is where the main streching is, right above the nose. Not sure weather to try and fix the uv map or the texture.

For some reason the lips dont look right. Need a better color to use.

Here is the front shot

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frostfyre
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Joined: 20 Feb 2001
Posts: 133
Location: Boulder, Colorado

PostPosted: Sat Jul 28, 2001 3:45 pm     Reply with quote
With regards to the polygonal artifacting in Lightwave-

Modeler uses 6 subdivisions per patch (I assume this is a met-nurb/patch model) where as the default in Layout is 3. This can be easily changed by bringing up the object's property setting in Layout, and setting "render" subdivisions to 6 or higher.

Good Luck!

frostfyre
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RayKast
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Joined: 17 Jul 2001
Posts: 49
Location: Salinas, California

PostPosted: Sat Jul 28, 2001 11:31 pm     Reply with quote
So what do you guys think about the color variation?
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RayKast
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Joined: 17 Jul 2001
Posts: 49
Location: Salinas, California

PostPosted: Sun Jul 29, 2001 4:06 pm     Reply with quote
thank you soooo much. Thats what I needed.

Nice to meat a fellow lightwave user. Seams like every one here uses max. Which kinda makes me feel like no one can help me.
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