Uv unwrapping the body of the orc

I had to redo the retopology section because I had the trouble with my loops spinning in weird directions . I was not able to mark the seams in the right position. So, I did some more research on the retopology to see how to use poles to redirect some of the edge flow. Specifically, I had problems with the edges not looping around the shoulder . But I learned how to redirect the loops so it can go around it. I do have a better understanding on why good topology is needed for uv unwrapping. I still have to fix some of the stretching in my uv unwrap. Also, I’m still learning how to mark seams around the hands, because I had major problems with overlapping in that area. Any feedback will be greatly appreciated b

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It looks good to me!

  • the more detail the more quads (face with four vertices) you need
  • Loops are handy when more details are needed. Because if you divide a quad face (part of a loop) you get two quads … That is the only reason to have a nice loop flow.
  • the way loops are formed and later the final mesh will influence the way faces are stretched and maybe influence your materials.

But all those considerations, are not so important for this Orc challenge. Just follow the course and learn the process of all those steps involved.

In the lower picture you can see how stretching occurs, especially at the poles.
On those places (poles) the best is tho have an even colored texture.
And avoid having straight lines (sudden texture changes) on those places. If so, move poles to an other location (remesh).

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Thanks for the feedback. Yes, I tried to make more edge loops around the legs, arms, and face, so it can bend. I do have some areas where the poles are stretching around the shoulder. When I start texturing I would have to make sure that the textures dont change suddenly. Also, I want to know in the next section in “unwrapping the whole body” why does grant triangulate the entire body of the mesh? I thought it supposed to to be all quads to texture.

Not sure why Grant did this. I didn’t do the course.

But, when you press f12 to render. All modifiers are applied but also all faces are triangulated!
Because it’s the way rendering (raytracing) works. But when Blender does this automatically, you don’t have any influence on how this triangulation is done.
If you do it manually, you have influence on how the triangle has been formed.
And yes, it can be important. Especially when having a low poly count, like hard surfaces.

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Oh okay. I didn’t know there was another word for rendering. Just to clarify, we should manually triangulate by using the triangulate modifier on each of the faces? It will lead to a more accurate triangulation.

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Well for now, as a student, I wouldn’t bother about triangulation. Let Blender do the job.
But in case of, for example hard surfacing (none organic modeling), and strange shading effects. You can do it manually, using a modifier or modifier applied with manual adjustments.
But remember, after applying modifiers you loose loops.

And remember this, triangulation (making triangulated faces) alway happens. That’s why some models on the web are triangulated (probably on purpose).

Have fun!

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Ok thank you for the helpful tips. I really appreciate it :+1:

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Has been a while since I took the course - I vaguely remember that he mentions game engines & those use triangles and not quads.

Google >>> “Game engines primarily use triangle geometry because triangles are always planar and easier for rendering.“

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