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tnyplz
03-17-2003, 10:17 PM
Queso

OK. Its been a while since I posted what I've been working on but I have honestly not had too much time to work on it.

So I thought I would post the progress on my character Queso. I posted the beginnings of him a while back on the old message board but decided to do it all again on here.

Let me know what you think!


http://www.tonypelaez.com/lightwaveforum/sketch.jpg

These are the preliminary sketches I did for the character that I used later to model with.


http://www.tonypelaez.com/lightwaveforum/qwebhead.jpg

http://www.tonypelaez.com/lightwaveforum/qwebfront.jpg

http://www.tonypelaez.com/lightwaveforum/qwebback.jpg

Here he is modeled but not yet textured. Right now I am working on texturing him and hope to soon post some images.
-Tony

Dave3D
03-18-2003, 01:47 AM
Me likes the cross monkey/human look. what kind of textures are u going for?

Dave

tnyplz
03-18-2003, 01:03 PM
I am new to texturing. This is the first time that I have actually done uv mapping on a model, and am really learning as I go. I'm not quite sure I've got it all down but here is what I've got so far.


http://www.tonypelaez.com/lightwaveforum/texture1.jpg

Thanks for your comment

-tony

tnyplz
03-21-2003, 11:29 PM
Does anyone have any good tips on how to texture. This is really my first time using uv's and doing any real texturing so any advice you could give to a newbie would be great. I really don't know how to do it efficiently.
-tony

Cassanovastein
03-29-2003, 01:19 AM
Here's what I've figured out about UVs - they are the 2cd most time consuming thing to do in lightwave. For characters I've found that if you modeled you character by finishing one side of the head/body and mirroring to the other side (Dan Alban style) they same method can apply to UV mapping the head.
Try this - postion your head or a make a quick oblong sphere and place it at origin (if it already isn't...) then make a New UV Map (Modeler>Map>New UV Map) and skip to Cylindrical on the Y plane. This should produce an unwrapped version of your model. The problem here is that half of the polygons are stretched with their points outside of the UV boundry area.
Open a UV Map view from one of your four viewports and select the half of the polygons that are out of the boundry and delete them.
Now, you have half of an object. Openb the mirror tool (shift V on Macs) and cloe the other half the geometry over. Look at your UV. You still have that half to work with and it will define the map on both sides of the head/sphere!
This is good and bad - your model will have identical marking on each side of the head.
I hope this kind of helps to start you down the road to ironing these [email protected] out!