POV-Ray : Newsgroups : povray.binaries.images : Character skinned : Re: Character skinned Server Time
13 Aug 2024 08:24:27 EDT (-0400)
  Re: Character skinned  
From: Songa butera Jean-luc
Date: 17 Apr 2003 10:00:14
Message: <3e9eb36e@news.povray.org>

3e9db85a@news.povray.org...
> Well this morning I decided to try and create a skin for my character.  I
> used UV_mapper to create the uv-coords and a 2048x1967 image for the model
> (planar mapping).  I then used gimp to paint the textures for the model.
> Unfortunatly I require a high resoulution image to create any kind of
> detail, but the gimp starts lagging baddly when I try to work on such a
> large image.  This is what I came up with, it has some holes in it, some
> places where the edges don't match, and I couldn't paint very well on the
> skin part, so that is mostly blank.

A little question: have you noticed that UVmapper produced .BMP files that
are notoriously humongous?
Convert them in .JPG while you work and save them later as .PNG or .TGA
There is nothing that you can do to avoid the necessity of gigantic maps for
details.
For the lagging check your RAM. I work with 512 mb to be able to work in
2048*2048 easily in To$hop.

> I wish I had a more reliable way to paint with Povray's textures, but I
> still haven't worked all the bugs out of that technique either.  I won't
be
> animating this again.  If I have some extra time I think I am going to
> practice UV_mapping.  If anyone has any suggestions I would love to hear
> them!

-Place material indices in Wings3D to isolate all the parts in groups.
-Have a rendering of the mesh from differents points of view so that you
know what is where.
-Start from the basic layer and build over it. Use the mode multiplication
for each new layer. Remember that skin is the result of compiled
interractions.
-Don't forget to use the blur function in The GIMP. on all layers except on
the bump map. Duplicate the layer for bump and apply a small blur and
multiply over it the original one. That way you'll have a a more realistic
look for wrinckles for example.
-If you want more detail you'll have to smooth your model. In Wings smooth
once and then use tighten. It allows to keep a low number of faces. More
faces allow more precision but could cause trouble during painting.
-You can download Anim8or a little software that will subdivise your mesh
out from Wings. Export it as an .OBJ to keep square faces and apply
subdivision. 2 times is generally enough. UVmapper can then give a more
precise map.
BEWARE: Anim8or will destroy all indices informations on your mesh!!!



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