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 Post subject: Dennis Flath's Game Developer Demo
PostPosted: Fri Feb 05, 2010 11:05 pm 
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Joined: Mon Jan 22, 2007 11:40 pm
Posts: 867
Location: Philadelphia, PA
Full Name: Kotaro Fujita
I would like to thank Dennis Flath for doing a demo of his game development. Granted I had to leave midway (which I sadly regret), but from what I have seen was insightful and fun to watch. I think I speak for everyone when I say "Come by and do a demo ANYTIME!"



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Sat Feb 06, 2010 2:46 pm 
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Joined: Wed Oct 07, 2009 3:10 pm
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Full Name: Eric Rodriguez
I second that! I learned a lot and it was fun. Dennis had all the answers and explained everything in a way that anyone no matter what semester you'r in, could understand. Once again thanx Dennis .



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Sat Feb 06, 2010 5:56 pm 
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Joined: Sun Jan 14, 2007 10:38 pm
Posts: 353
Location: Egg Harbor Twp, NJ
Hey guys,

You are most welcome! I was very happy to come out and share some of my industry experiences and tips with you guys. I'm glad that you enjoyed it. If you would ever like me to come back, just let me know. It's always a free standing offer.



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Dennis C. Flath
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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Sat Feb 06, 2010 6:01 pm 
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Joined: Fri Nov 20, 2009 8:24 pm
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Full Name: Jackie Grubner
Specialty: Generalist
Denis, I am unwrapping that monster model I showed you. I tried to do it last weekend and I was so incredibly frustrated with all the stretching and the ridiculous amounts of seems and now I am breezing though it doing that sections method you showed us. It's so much less frustrating and it looks a million times better. I just can't thank you enough for this. I can't wait to try some of the other techniques you demonstrated. Thanks again. Please come back, everyone really enjoyed it.



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Sun Feb 07, 2010 9:48 am 
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Joined: Wed Jan 17, 2007 1:07 pm
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Location: Philadelphia
Full Name: Tim Wetzel
Specialty: Generalist
so what are these Unwrap tricks. Share so the forum can know. Share so those who were not able to make it have some of the info. Otherwise... the forum is useless.



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Sun Feb 07, 2010 10:49 pm 
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Joined: Fri Nov 20, 2009 8:24 pm
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Full Name: Jackie Grubner
Specialty: Generalist
Only unwrap half of your model for one thing. Then collapse and symmetry. saves on uv space. And use quick planar maps in combo with target welding to stitch the uv's together. everything comes out with a lot less seams and a lot less stretching. very cool. I'm about to post a work in progress.



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Mon Feb 08, 2010 12:51 am 
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Joined: Sat Jan 13, 2007 5:15 am
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Location: Orange County, CA
Full Name: Craig Cesareo
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Just remember that there are times and places for techniques. Although easier, only unwrapping half leaves you with a symmetrical looking model. Not as interesting. Now if you used these techniqes to get started then separated the mirrored UVs that is a great way to go. Brilliant to do the planar mapping too, never thought of that



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Mon Feb 08, 2010 8:47 am 
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Joined: Wed Jan 17, 2007 1:07 pm
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Location: Philadelphia
Full Name: Tim Wetzel
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The doing half and symmetry and then mirror UV's - I have recently started to teach that. Can be intimidating to new unwrappers but it saves a lot of time.

I also have started to pull the mapping components into different tiles - helps a lot with Z Brush and Mudbox work.



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Mon Feb 08, 2010 10:15 am 
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Joined: Fri Nov 20, 2009 8:24 pm
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Full Name: Jackie Grubner
Specialty: Generalist
word. good idea about pulling apart the two sides to get it so it's not perfectly symmetrical. I really do appreciate not having to map both sides though.



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 Post subject: Re: Dennis Flath's Game Developer Demo
PostPosted: Mon Feb 08, 2010 11:27 am 
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Joined: Sun Jan 14, 2007 10:38 pm
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Location: Egg Harbor Twp, NJ
I didn't have any time to show that, but for faces I sometimes pull the UVs apart so that I can paint scars and other asymmetrical parts.

As Craig said, this is a great technique, but just be careful when you use this. For games this is great at times, but in film you usually want things to be asymmetrical. Use your best judgment.

Another thing that I talked about is UVing with Quick Planer Map as early as possible. As you add more geometry it gets hard to work with, and forces you to use pelt mapping. Jackie mentioned this method above. I like to do this as soon as I block in the model and have all the foundational geometry there.



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