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Just a model, and texture I made of HAL 9000 for this contest.
One thing is for sure, I have no chance of winning. All that matters is that I learned a few things along the way of making this.
1. Modeling is fun.
2. UV Maps (for me anyway) are a pain, and limited what I could have done with the texture.
3. I definitely need to study how to even remotely set up a UV properly.
This is a rather simple model, and texture based completely on the character HAL 9000 from 2001: A Space Odyssey, hope you enjoy!
> I definitely need to study how to even remotely set up a UV properly.
- The lens has back faces that really shouldn't be there.
- So does the panel.
- And the frame, which somehow exist.
- You might want to turn on snap to grid, literally everything is off.
- The UV map of the panel is... I'm not sure what that panel did to deserve this, but it must've been really bad.
- The pane has inverted normals, select everything in edit mode and press ctrl+n
- The frame should ideally be separated from the panel, that way you're left with a big block and a frame, which is much easier to unwrap.
- If that doesn't work, rethink the geometry to what you have without having weird shit going on.
- The origin is whack, either press ctrl+alt+shift+c and put it at the geometry, or press ctrl+a and put it at the 0,0,0 coordinates.
- While you're at it, apply the rotation too, this thing is so far rotated it's gone to the moon and back.
- Smoothing, just add an edge split modifier, set the limit to 60 degrees or something, should do the trick.
- Don't forget the importance of the mirror modifier.
It's pretty good for a beginner work, and it's a great attitude you have!
UV mapping has gotten a lot better than what it used to be before, now it's just a matter of defining where seams should go, correcting any errors and then packing the UV islands together.
When doing UV unwrapping for normal mapped baked assets, UV seams have to be placed anywhere the low poly mesh has a break in the smoothing normals ( smooth group change, angle greater than the autosmooth angle, or has an artist specified hard edge). This is pretty basic advice, along with try and keep your uv islands straight ( more efficient texel usage.)
This is more advanced reading material if you want to get into baking high poly geometry onto lower poly models.
Some minor modeling advice, you can remove unused geometry like the back of the eye piece which will never be seen. This also helps as you don't have to mark the outer edge as a UV seam since it's floating geometry.