Hi-Res Aeris Model (WIP)

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I've been modeling for a week now, so I have low expectations of myself.  Here is what we have so far!

Criticism happily accepted!

aeriswip_zps9becad94.jpg
 
It looks pretty good, you've been modeling for a week? As in this one model, or you read tutorials and a dummies guide and have a weeks worth of experience? Either way you're off to a great start. The only thing I'd mention is the face looks a bit long, which in turn makes it look thinner and the nose longer. It may fit better with the texture applied so it's hard to say. She's a very anime styled character, large eyes with more hair than anything else. I think if you moved the eyes and nose down closer to the mouth, making the forehead bigger, it'll look really close. If you're going for a more realistic look though it may work pretty well.
 
Thanks,

Yeah, I have a weeks worth of modeling experience, this is the first thing I have attempted.  I agree with you, in fact I've already  revised the nose and eyes, as well as widened the cheeks a bit to make her a little more proportional.  Thanks for the feedback!
 
That one is pretty tough to attempt, especially as the first thing you try to model! I find that organic objects and characters are the hardest thing to do. Personally I don't have the eye for drawing people, I wouldn't even try this one even after more than a year of experience!
Anyway, personally I'd suggest you model simpler things as a way to practice. The second suggestion I'd have is: gather as many reference pictures as you can. If you manage to find good full-face and profile pictures, setting the images as background would be of great help. Besides, you can learn a great deal just by making close observations of the object you're trying to model.
 
Okay, a little update.  Bigger eyes, fixed a crooked nose, some other detail changes...

aerisheadwip2_zps161ebff6.jpg


Long way to go, but I am going to quit on the head for now and start fleshing out the rest of the body.  The ear is giving me a hard time :)

I am sure to still make some minor changes to the face (in fact, just after loading this I gave a little more indention to above the nostril area on the nose) but I need to break from it for a while so I can get a fresh perspective on it later.
 
So, I am working on texturing my Aeris head model.  I got the UV mapping part down, but I am having issues with actually getting it to import back into blender properly.  When I export the UV map, it looks fine.  I edit it with GIMP to get my colors in, but then when I import it back into blender it doesn't match up!

oddbehhavior_zpsb10c5074.jpg


As you can see, the drawn textures are all offset to the right, and it doesn't match up when rendering.  Although I can move the things around to make it sort of fit, I am concerned that the UV mapping will be wrong when it comes time to import the model into the game.

Anyone have any ideas or know what I am doing wrong?

Thanks!
 
Not sure what happened, Blender isn't horribly great with uv mapping, in my opinion at least. For example it'll strip the uv mapping if you export to a .3ds. Basically you'll have to realign the layout. It seems pretty even though, you maybe able to just select the whole thing and adjust it together. Once the layout is aligned and looks good on the model it'll be fine when you import it just make sure to flip the Y in pcreator.

By the way, since Blender cant export .3ds files I use .obj and use Meshlab to export to .3ds. Works fine and is a great program for checking pieces before importing.
 
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Not sure what happened, Blender isn't horribly great with uv mapping, in my opinion at least. For example it'll strip the uv mapping if you export to a .3ds. Basically you'll have to realign the layout. It seems pretty even though, you maybe able to just select the whole thing and adjust it together. Once the layout is aligned and looks good on the model it'll be fine when you import it just make sure to flip the Y in pcreator.

By the way, since Blender cant export .3ds files I use .obj and use Meshlab to export to .3ds. Works fine and is a great program for checking pieces before importing.
Unfortunately I can't just select it all and drag it - it is like it has been shrunk down or twisted somehow, so the left side won't match up unless I start trying to drag a bunch of the vertices around.  I could and would do that, but my concern is that when I eventually export the model and get it turned into a .p file the texture may not line up properly.

I suppose I could try and realign the map, export the image again, then re-import it and see if it matches.  That is the only thing I can think to do at this point.
 
I think that's the best thing you can do. Adjusting uv mapping can be more work than editing the model, for me at least. I'd get the texture and everything to where you want it, then fix the mapping in Bender. I wouldn't export the mapping again or anything, it'll probably just screw itself up again.
 
Okay, thanks for the advice.  Hopefully I will have something that works in the next week or two.  I'm definitely concerned with the texturing because I'm really not much of an artist :)
 
Incidentally, if anyone knows how to export the model from blender and have it keep the UV coordinates I would love to hear how to go about it!  I've tried exporting as and object file, using biturn and wings 3d to convert to .3ds format, but I just can't get the UV map to go with it.
 
Only use biturn to convert ff7 files to 3ds. It doesn't work well for anything else really. I export from Blender with .obj (regardless of the models current format) and use Meshlab to convert to .3ds. It's also good for double checking pieces for holes.
 
Well, I tried that but still no uv coordinates for Pcreator :(

I can see the texture in meshlab, but no matter what I do I can't see the uv map to put the texture in pcreator.  Very frustrating to say the least.  Can I export the uv map itself somehow?
 
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.
 
I haven't tried that yet, I'll have to do that soon. Blender doesn't give a lot of options for uv mapping. You can export it as a png, but not as a working layout. More importantly I'd like to be able to import an edited uv layout.

Did you select the piece in pcreator? There's a drop down menu, select the piece and it'll turn red on the screen. Then you can add the texture and flip the Y on the uv layout. Otherwise it wont let you add either.
 
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.
I can open the Aeris head that originally came with FF7 that has been converted to a .3ds file.  I can't open my blender converted .3ds file, though.
 
I haven't tried that yet, I'll have to do that soon. Blender doesn't give a lot of options for uv mapping. You can export it as a png, but not as a working layout. More importantly I'd like to be able to import an edited uv layout.

Did you select the piece in pcreator? There's a drop down menu, select the piece and it'll turn red on the screen. Then you can add the texture and flip the Y on the uv layout. Otherwise it wont let you add either.
Yeah, I selected the piece.  When I open the UV coordinates part, it gives me no options to do anything because it doesn't see anything, unfortunately. 

I guess there must be something with the model that is not allowing it to work.  I just don't have a clue what it could be :(
 
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.
Incidentally, I can load my model after it has been converted to a .p file, but it has no textures nor can I add any.
 
Does naming matter with regards to what pcreator will see as a texture?  As long as it is a 24 bit bmp I should be good, right?
 
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