GAD 445 Character and Environment Design Journal Collections
Char/Envi Design Project Journal 3
Char/Envi Design Project Journal 5

Low Poly and Hi Poly Back to 3DS Max
Before I start unwrapping the character mesh, I imported the Low and Hi poly mesh back to the 3DS Max. The left image is a low poly with less number of polys while the right image is the hi poly with clear appearance.
Process 1: Removing the Unnecessary tools
This image presents the process of removing unnecessary polys to save enough polys in the Low Poly model.
Process 2: Placing the Hi Poly and the Low Poly
This process was the time I checked out the Hi Poly before using the Low Poly in 3DS Max. They have the same size and position.

Process of Removing Uneccessary Polys Screenshot

Checking Back side of High Poly outside of Low Poly Model

Checking Front Side of High Poly outside of Low Poly Model
Process 3: Highlighting The Low Poly Mesh
Another process of Highlighting the Low Poly and changing the colour of Hair object because I replaced them by lowering their Remesh down.
Process 4: Hi Poly Model in 3DS Max
As a result of importing in 3DS Max, the Hi poly model haven’t changed at all. The tutor gave me an advice not to change Hi poly model, only putting the same position as the others. This poly is probably going to be used as a reference for the Low poly model.

Highlighting the Low Poly Character Mesh Image

Checking the High Poly Character in 3DS Max Image
This process made a huge problem that I couldn’t fix. After I exported the two polys in 3DS Max, I noticed that their appearance don’t look the same. For instance, the Hi poly model lacks any sides like there were holes in long sleeve layer. The hair doesn’t look perfect and it doesn’t have enough polys. This problem was probably happened during the time I was rushed to model and sculpt a character using Zbrush application.

Low Poly Mesh looks bigger than Hi poly Image Evidence

Holes in Hi Poly Model that are not big enough Image Evidence
Unwrapping character is very tricky for me. The first thing I did was clicking the Editable Poly and added a modifier named Unwrapping UVW. This tool was also found on the module lessons that I need to do the same technique as wrapping the objects.
In this process of unwrapping models, I started from the clothes to the human body parts, using the edges with automated selected seam and select the side parts. It’s like the idea of sewing clothes.

Unwrapping Character Model by Seaming the Arms and Half Body Image

Opening Character Body's UVW Map Process
Another process I did was seaming in the middle and to the side, I always think of doing this is the same as wrapping a gift. This method happened in the clothes, boots and pants.

Unwrapping the Pants objects and checking their UVW Map Process
On the other hand, the most challenging part are the hands and hair. Thanks to the tutor’s advice, highlighting and adding properties has successfully unwrapped the hair.