PDA

View Full Version : Character UV Issues


scropo
12-09-2004, 08:42 PM
I am texturing a character with high face detail(the thing from the fantastic four). The detail needs to run seamlessly from the head to the torso to the legs and so on. The problem that I am running into is that the maximum resolution of the texture editor is 2048*2048 which is fine for the head of my character. When I put the whole character(UV's) in the texture area of the texture editor the UV snapshot is too small at maximum resolution for me to accurately draw in the texture in photoshop. My question is, can I increase the snapshot resolution(I have already tried increasing the image size in PS and that leaves me with a distorted map) or can I use multiple texture maps to produce seamless results? If it is the latter how do you do that? This is my first attempt at poly texturing a character.

thanks, Steve

Lomax
12-09-2004, 09:39 PM
I'm no texture artist, but here's how I'd go about it -
try taking screen shots of the viewports - front, side, etc., painting over them in photoshop, then projecting them back onto the surface. After the maps are baked down, you can peice them together.

Hopefully there's a better method out there.

Assuming your Thing model also has the cracks in his skin, that may help hide the seams...

westiemad
12-10-2004, 11:28 AM
i think you could do it using UV sets, try looking in the help for those.

monsoon3d
12-10-2004, 12:56 PM
thereīs a prog called s-spline which can scale images on a different algorythm. the results are much better and sharper than photoshop can do.

anyway...i wouldnīt use multi-uv sets if your object is of one piece. itīs nearly impossible to render multi-uv sets without issues (especially with MR) if your objects are in one closed mesh.

assign shaders for each part you like.
do the uvs for each of them inside the same set. but use the whole uv space (0-1) for each part. select the polys by shader (in component mode) and snapshot the uv. maya will snapshot only the selected ones, so you have clean images.
you could even separate the parts by building own meshes with own uvs.

i prefer seperating head, arms, legs, hands and clothes if its going to be really complex.

-t-

chaoticreality
12-11-2004, 12:49 PM
Can you post the wireframe and the UV Maps that you've generated?

CGOrange
12-13-2004, 12:55 AM
yea, I would really like to know this too... my character is a full character all in one piece so the whole character is in the same uv output so mine is very lo rex too.

CGTalk Moderation
01-20-2006, 03:00 AM
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.