View Full Version : need a tips about texturing a human body
say i have this high poly human body model (specificly a female), i should texture it part by part isn't it? Which parts should i separate to make this job easier and how to make the parts' texture seamless? What kind of UVs should i use on each parts? what kind of material should i use, should i use multiple standard material or should i use multi-sub object material type and can anyone show me an example of a full human body texture, in the original 2D form (before applied) ? i promise i won't use it... just need to look an example. Or perhaps the easier way any complete tut(s) about this stuff?
08-10-2002, 06:45 AM
use http://babelfish.altavista.com/tr if you need to translate :p
geez... that toot really rocks :buttrock:
btw, how to download it in translated form? the page which explorer saved are only the top altavista translation
08-11-2002, 07:56 PM
You have to manually put the address in altavista...oooooor try http://babelfish.altavista.com/urltrurl?lp=fr_en&url=http%3A%2F%2Fmr2k.3dvf.com%2Ftutorials%2Fmax%2Ftutorials_joan.htm
for french to english
09-02-2002, 03:34 PM
This site has done a very good English version of the same Joan of Arc tutorial.
09-11-2002, 08:18 AM
That posting was great, the tutorial is pretty strait forward, and very detailed, which I must praise. But as usual the most crucial part is left out, the marrage of the textures to the surface and the mapping schemr. Yeah sure you've got all the great UV mapped space, but how are you gonna texture it. How are you gonna take care of all the little seems that are bound to pop up between your elements. That's one of my biggest headaches when textureing and I have yet to see anyone really show a good way to deal with it. Other than using Deep Paint to fix all those issues. What I want to know is how would you fix it in a 2D paint program. Seriously even with constant going back and forth how would fix the problem inherient with custom, non proportional UV mapping done by hand?? Can someone please address this.
09-11-2002, 08:51 PM
Originally posted by zainlars
How are you gonna take care of all the little seems that are bound to pop up between your elements.
Easiest way I've found is to split the UVs along natural geometry borders - that is, physical seams in clothing, different plates of armor, different body parts on a car, etc.
Failing that (usually failing that in complex models) reduce the seams to a base color. If your model is generally green, paint a flat green line on each side of the seam, and blend it into the rest of the texture. Sure, there will be a flat area around the shoulder (or whatever) but it looks a lot better than a hard shift in values.
09-11-2002, 10:20 PM
This does work, but sometimes you have to have continuity ie on a spaceships hull or say on a naked character. Its just not right to have design dictated by coordinates. For instance ( and this is one that Wiro could so field) how do you get over all texture on a surface, like a bump or rust,. You want em to flow. I know it may sound like I'm being picky, but you should hear our clients. Fortuneatly we use 3D paint and that can clear up issues like this. But there has to be a way of doing it without needing to spend $1500 bucks.
Looking forward to more dialouge.
09-11-2002, 11:00 PM
Oh and don't cop out and say use a procedural texture. That works, but I want more control.
09-12-2002, 03:40 AM
Use a procedural texture as a base layer with only the details left out of the procedural as a secondary texture layer. (I *think* most 3D packages which support multi layer textures)
09-12-2002, 04:15 AM
What about if you're doing it for a game. Procedurals just won't work.
Bitch Bitch Bitch,
thats all you ever do.
09-12-2002, 05:24 AM
I'd use the nifty neato built in un-wrapper pluggin that comes with my 3D app to export it as one texture which is uv mapped to fit the model.
09-13-2002, 04:59 PM
I've textured naked skin for game character across split seams.
You have to paint it properly.
There is no easy solution - texturing tools suck ass compared to every other set of 3D tools.
So bite the bullet and paint it.
09-13-2002, 09:58 PM
:rolleyes: I know, it just sucks. Textures of the world unite, damand better tools. For now though suck it up and deal.
01-13-2006, 02:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.