A low-poly character that I'm making to pass the test and hopefully get work at a small game dev company.
The texture used in othographic views was 256x256, perspective rendering - 512x512. The texture is hand-painted using 3Ds MAX's Viewport Canvas tool. (the requirement was to texture in a cartoony look, not realistic!)
Still need to finish rigging it and animate a few walk/run cycles.
I'd appreciate if you told me what's wrong with the UV's in your opinion I know for starters that head UV's are screwy, But that's because I wanted to have no stretching and just 1 seam.
That little bits around your texture seems like automatic unfolding of seams! unless it's just offset of your texturing out of the edges of the texture- uv. [link] Check this guy! But all inall its ok xD, some more minor fixes in your seams on the neck and arms, if possible to loose that edged connection effect! I would add bit more colour some more painted Ambient occlusion behind the hands, I liked your overlaping on hands and legs, i would also do symmetrical uv's on the chest and hip! for more texture space
the chips around the edges got there somehow when I was painting the texture in viewport canvas. I have no idea why they are there but they are not seams xD The chest I'll leave as is as I've now put a pic on it (yeah, this version is not finished). And that guy is fucking EPIC!
Ever think of doing a tutorial about how you did the texture? I'm guess you used photoshop? I've always had a hard time doing airbrushed textures.
I know for starters that head UV's are screwy, But that's because I wanted to have no stretching and just 1 seam.
The chest I'll leave as is as I've now put a pic on it (yeah, this version is not finished).
And that guy is fucking EPIC!