Help with Character Modeling

So I went and modeled this (terrible) random character:

As you can see, it has a lot of problems. For one, when I zoomed in in PS to do the teeth and eyes, things got very pixelated and that’s why the eyes are squares and the teeth have very low quality. Also, my model looks very shiny. Sort of like it’s a hard surface, which of course it isn’t supposed to be. How can I fix these thing? Any other tips for a new modeler would be appreciated as well.

When texturing in photoshop extended, you can’t just zoom in with the normal zoom - you need to use the 3d navigation tools to get a proper zoom of the character.

Character is shiny because of the specular material.

I have no idea what you guys are talking about. If I new what those were I would have fixed it.

First you can tell us what modeling app are u using?

You should find out what I’m talking about, by learning photoshop extended 3d settings - beyond that, you might want to spend some time learning terms. Also, digital tutors setup a terminology repository so as to help you understand common terms used faster - I’d start there :slight_smile:

Blender

Perhaps you could export the model from blender as an FXB and then import it into Unity, apply the correct textures to the materials and such to see what result you get.

First of all, the “shininess” is just the material, go into the materials panel and bump down the specularity. It’s not even that important, it can be changed in Unity.

zooming in has nothing to do with the end-result quality. it depends on the resolution of your texture, 1024 * 1024 is fine, and it is also the default. If you zoom in, of course it will look pixelated, but it doesn’t actually look pixelated on the model. Unless of course you used projection painting, which can really butcher the resolution if not done properly.

No offence, but this is your biggest problem at the moment. Character modeling is kings class, and not really suited to learn the basics. Do yourself a favour and do some easier stuff first. A simple house for example.

When your teeth are too low in quality, then you might need to rethink your mapping method, and/or increase the texture size.