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File: 3dlowpoly.png (384 KB, 734x840)
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Alright started my very first lowpoly character trying to use techniques here
>>1017490

How fucked is it?
>>
File: 3dlowpoly2.jpg (33 KB, 680x709)
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this is me in real life btw
>>
looks like you got the idea, so long as the seams run down the sides you can get a nice project from view and get the front and back in a clean unwrap
now let's see how well you can texture
>>
At this point you could start sculpting. Or it's just a matter or slicing, extruding, and moving.
>>
File: uvs.jpg (36 KB, 636x726)
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hm the UVs still feel fucked tho

don't i need to straighten them somewhat?
>>
>>1017875
not sure why he's split in half like that. just press 1 on the numpad, box select all the faces you can see on the front, make sure it's split right down the middle cleanly and then use project from view
no need to straighten, but it might be a good idea to turn the hands outward a bit, a bit like Jesus doing his classic palms out pose, so you can get the majority of the bicep / tricep area when projecting
>>
File: 0678976.jpg (12 KB, 248x189)
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>>1017855
>>
>>1017886
It's the front and back but you have the mirror modifier turned on so it only makes half of the uv
>>
Apparently my topology is too ass to start texturing.

What is topology? How does it apply to these low poly models? Does it mean I have to segment the limbs?
>>
>>1017909
you can just mark seams where you want UV borders to be (If you look at that quake model from the other thread you'll see all around teh silhouette will work decently) and then auto unwrap
>>
>>1017910
Yeah I tried that and it sort of works but many places the pixels rotate oddly and bleed beyond edges, like the boots and pants. Somehow the quake model pixels align perfectly along the edges

in other places it looks strerched beyond retarded, like the top of the boots (to be fair the quake model looks retarded here as well)
>>
>>1017912
There's no "somehow" about it, they adjusted the UVs so it would. Just move yours around after the auto unwrap



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