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On 10/3/2018 at 8:00 PM, VegetableStu said:

okay this is not even a one-comment answer because the question is quite broad, so I'll comment a quick overview first, and whatever specific question you have, I'll answer separately

 

Symmetrical+head+UV.png

image source: http://jwillettsdissertation.blogspot.com

 

people usually work off a model with a UV map beforehand, and then brought to photoshop to have generic tiling textures, or some image that looks very close to the part, stretched onto.

 

you can actually open an .obj model in photoshop to directly paint onto (like a layer on the model itself, or you can paint the flat UV map as well).

 

as for actually using pictures of people, photos of both sides and the front are taken, then warped onto the complete model either by projection in the 3D program, or the warp tool in photoshop

I've also got pictures of it that I think is UV, because it's violet in color and it looks like the face is painted with violet paint, like a top down view of mountains but only color is violet with darker parts to show depth, I think that's it. How do i do this, I found out that you do things like these in Blender. Heres the link where I got the pics from as an example, it's got the download link and it's a bunch of pics https://www.deviantart.com/xelandis/art/Final-Fantasy-XV-Lunafreya-2-XNALara-Update-1-733053930

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On 10/4/2018 at 11:45 PM, VegetableStu said:

UV (in this case) is a coordinate space map (not referring to Ultraviolet). like XY space in illustrator but in different names.

 

every polygon (for simplicity of explanation) would have vertices in XYZ "realspace" and UV in texture space. think of those paper models on paper that you cut out and fold and glue

 

I'm not a blender person (yet, but not anytime soon), so I'll try to link to some video tutorials for you to have some grasp of the work

 

the above should get you started (I haven't mentioned animation yet, which involves joints, skinning and deformers), but there is A LOT of theory from there afterwards (to make the models look and computationally perform better)

(e.g. model topology (includes polygon/edge flow, poles and avoiding stars, edge hardness and smoothing), UV map optimisation (there are two separate methods when it's rendered video vs game engine))

 

keep in mind you're asking to do one job that involves multiple steps, so try to look up tutorials of each of the multiple stages (rather than something like "How do I make the 10 Gamers 1 CPU video")

  • navigating in your 3D program (Blender)
  • learning to model (from a basic shape, vertex/edge/polygon editing, extrusions, topology editing)
    (just look up how to model a train or how to model a head)
  • learning to unwrap the model's UV map (or texture map)
  • actually painting or projecting an image to the model
  • cleanup and exporting (e.g. saving/baking the texture into a normal jpg/png/bmp/whatever)

Thank You

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