giodoc
11-02-2004, 12:00 AM
Hi All,
I'm pretty new at CG, been at it for around 6+ months or so....So bear with me..
I've created a nurbs based patch model of a head in Maya and would like to know the best way to go about texturing it in terms of workflow and technique.
I saw a tutorial where the 3d texture paint tool was used to color code the patches and then textures were created for each patch in photoshop. And everything was "put back" using switches in the hypershade...
Now the question I have is. if you are texturing skin, you have diffent levels of bump, translucency etc on different areas, so when you do create the textures based on color coding the patches as per the method above, then reassign them to the surface, wont there be visible breaks where the texture borders? Also it seems pretty unintuitive to create separate pieces of the texture then expect it all to mesh together seamlessly? I can see how this works with UV maps for polys as the texture can be fitted to the unwrapped UVs, but in the nurbsexample above you're basically working with a square texture per patch...
Can anyone suggest an approach/methodology that they might have used to tackle this issue?
Thanks in advance for any help that can be offered by you experts
I'm pretty new at CG, been at it for around 6+ months or so....So bear with me..
I've created a nurbs based patch model of a head in Maya and would like to know the best way to go about texturing it in terms of workflow and technique.
I saw a tutorial where the 3d texture paint tool was used to color code the patches and then textures were created for each patch in photoshop. And everything was "put back" using switches in the hypershade...
Now the question I have is. if you are texturing skin, you have diffent levels of bump, translucency etc on different areas, so when you do create the textures based on color coding the patches as per the method above, then reassign them to the surface, wont there be visible breaks where the texture borders? Also it seems pretty unintuitive to create separate pieces of the texture then expect it all to mesh together seamlessly? I can see how this works with UV maps for polys as the texture can be fitted to the unwrapped UVs, but in the nurbsexample above you're basically working with a square texture per patch...
Can anyone suggest an approach/methodology that they might have used to tackle this issue?
Thanks in advance for any help that can be offered by you experts
