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In Blender it is possible to paint directly on the model using texture
paint. Works best if it is a low-poly model with subsurf that can be turned
off while painting. It isn't something that I've completely mastered but I
have been able to get it to work pretty well. That is how I created the
texture map for this model http://www.youtube.com/watch?v=JqmRT87HhtE
I created a grid pattern for the uvmap, unwrapped the head and applied the
map, and then used texture paint to block in the colors, like the eyebrows,
eyeliner, lips, and blush. The image at that point shows the features well
enough to figure out what-goes-where and then I added details in photoshop.
Takes quite a long time so I've been putting it off for several other models
in the works. I find the hardest part is remembering all the steps involved
in using the uv editor.
Mike
"Patrick Elliott" <sel### [at] npgcablecom> wrote in message
news:4998e2a7$1@news.povray.org...
> nemesis wrote:
>> Darren New <dne### [at] sanrrcom> wrote:
>>> Otherwise, it seems pretty straightforward. Altho there are a couple (so
>>> far) of bothersome limitations, particularly in the textures. (Like, I
>>> don't
>>> know how to do checkerboards or hex shapes or some of the other stuff
>>> POV
>>> has built in, and you can't rotate a texture directly, so your wood
>>> rings
>>> are fixed in one axis - just minor stuff like that).
>>
>> Much more powerful procedural textures are coming to Blender soon enough,
>> completely modifiable via the nodes editor as well. Anyway, most people
>> into
>> Blender -- and most other 3D apps as well -- simply use image maps,
>> though
>> being a povhead myself, I never quite adapted to the whole UV-unwrap
>> thing
>> either.
>>
> Well, I don't get how they do it anyway. I mean, you "unwrap" your mesh to
> a pattern which is either a) sort of like the original, but not really, or
> b) a lot of squares, where you can't tell the original geometry. Then you
> paint it, reimport, overlay it into the UV pattern then how the frack it
> works. Think the guys with.. deep paint, or what ever its called, have it
> right. Lose the idiot, "make it some place else, then glue it on like a
> label", BS and just paint directly on the object, like you would in the
> real world. If you can't precisely control the texture, its position,
> etc., or get an "accurate" mesh layout to draw into, what is the point?
> And, even if its "may" be accurate, technically, it takes a very different
> mind than mine to "get" how the two correspond, without having some way to
> "see it" as I am doing the drawing.
>
> --
> void main () {
> if version = "Vista" {
> call slow_by_half();
> call DRM_everything();
> }
> call functional_code();
> }
> else
> call crash_windows();
> }
>
> <A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models, 3D
> Content, and 3D Software at DAZ3D!</A>
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