In terms of unwrap, being quite an organic and complex form, it was a difficult and long process, making sure that the seams would be as hidden as possible, that the checker pattern was even and as unwarped as possible. Unwrapping and straightening the hand UVs took an especially long time.
When texturing, it was even more complicated, since I had to always check the model to see if the textures fit it. The face was most difficult: at the beginning it looked absolutely horrendous and I was scared I would not be able to make it look like an actual human being. But after a while, with a little bit of work and some references, the results started to show and I found the process quite enjoyable. During it, I also searched for how professionals do the texturing of a low poly character: I looked mostly at league of legends characters’ textures and World of Warcraft ones.
This was the result:
The rigging and skinning went well too, though they were a detailed process, especially doing and correcting the skinning while looking at the animation. Not all the movements looked completely natural, but I would say I managed to make it look decent and prevent most of the clipping and other major problems.
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