I've started unwrapping this beast.
The modeled wrinkles are making the job rather interesting.
bout 90% done with pants and maybe 40% to 60% done with jersey.
I'm thinking that i will probably take a crack at skinning the mask once I finish unwrapping.
I'll take a crack at the rest, but I'm not 100% confident that I could do the best job on the pants and jersey.
I do see an issue with the hair though. We haven't modeled for a sandana or ball cap so it looks like we are stuck with skinning hair onto the head. We could simulate a bandana over the top of the head, but around the back of the neck, below the mask strap, is the main area of cancern. It's modeled as if the character is bald. I'm just thinking that painting hair onto the bald shaped head may look odd.
If anything is to be done about this I would highly suggest that is be handled in one of two ways in order to preserve current geometry and not ruin my unwrapping progress to this point:
The modeler would have to get the current .3DS export from me with uvwmapping coordinants intact.
Then we can alter the current geometry, without adding or subtracting polygons, to simulate hair or whatever we choose.
We can also, as an alternative, ADD geometry to the head and back of neck area to simulate the same.
In any case no vertices can be welded to, added, subtracted, or any other change to the current model or I lose uvwmapping coordinants. Adding seperate elements to the model that are not welded or attatched to existing vertices would work fine. I would simply place that new geometry onto a seperate mapping channel and make it another skin.
Jitspoe...any thoughts on this matter?