new vs old mesh (unwrap + animate)

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new vs old mesh (unwrap + animate)

Postby JNMeiun » Tue Mar 25, 2014 7:26 pm

was interested in the make human model for its hands and feet but the edge flow to unwrap the fingers and toes feels a lot less convenient. missing something? passed over a few loops particularly useful for unwrapping or something? is there a trick to it with the a8 model? in the previous model there were places that practically screamed "put seam here". it was really straight forward in that regard.
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Re: new vs old mesh (unwrap + animate)

Postby duststorm » Tue Mar 25, 2014 10:14 pm

The makehuman mesh is already UV mapped. Why not have a look at it if you're looking for tips?
I also wonder why you would want to make your own UV map, the UV map of the new mesh is wonderful.
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Re: new vs old mesh (unwrap + animate)

Postby JNMeiun » Fri Mar 28, 2014 6:17 pm

duststorm wrote:The makehuman mesh is already UV mapped. Why not have a look at it if you're looking for tips?
I also wonder why you would want to make your own UV map, the UV map of the new mesh is wonderful.


oh, that's probably the best place to start. didn't even think of that despite it being so obvious.

also make human meshes are currently wonderful, but quite "general" in their topology. they don't have specific and/or specialized enough topology for me usually. Many of my characters are humanoid, but not entirely human, as well. In those cases its out of the question to use the unaltered makehuman mesh.

Even if you are just using parts you turn a loop here and there to better meet you own topology and before you know it you have something that you need to unwrap (again). The new mesh not having a continuous line across the fingers.
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