PDA

View Full Version : pelt mapping a character


ericpaulin420
01-15-2006, 01:21 AM
i was wondering if any of you know any good techniques on mapping a character with pelt mapping i've been fooling around with it for a day or two but cant seem to get good resluts and i also would like to know if it would be better to map the whole body as the same time or doing it by sections( head, torso legs)

jabbermacy
01-15-2006, 11:42 AM
define 'good' - you mean it gives you a map you can't paint on? if it's seam location, then let's talk otherwise you should be more specific. have you viewed the TUT video showing multi section mapping?

ericpaulin420
01-15-2006, 06:13 PM
i wont be painting on the map i'll use procedural materials to make my skin texture i just want to have a uniform mapping i have viewed the video but i'm still not sure where to place my seams

vaXn8d
01-17-2006, 01:23 AM
This isn't a direct answer, but I believe procedurals work off of a global coordinate system and aren't affected by local coordinates.

pauldublin
07-18-2006, 09:15 PM
Less of the ignorant 'know all' vibes c'mon have some respect.

scrimski
07-18-2006, 10:00 PM
There is no need to unwrap or pelt when using a procedural map as they are calculated in three dimension, so unless you are using the procedural map in an explicit map channel it is just wasted time.
vaXn8d: procedural maps can be affected by local coordinates when set to object XYZ instead of world XYZ.

Anyway, a screenshot of your problem would be helpfull.


Less of the ignorant 'know all' vibes c'mon have some respect.

The only one showing no respect here is you calling other people ignorant.

Bogged
07-19-2006, 08:06 PM
what if he's using just a bitmap that is tileable both ways, is the the same thing? does he have to unwrap it.

if i think about it...it should be the same because an infinitely tileable image is the same thing as procedural...but idk.

scrimski
07-19-2006, 08:53 PM
if i think about it...it should be the same because an infinitely tileable image is the same thing as procedural...but idk.

You are wrong. An tileable bitmap require is a strict 2D map as it only maps in two dimnesion, usually U and V where as a procedural map works on 3 dimensions(if not used in an explicit map channel).

CGTalk Moderation
07-19-2006, 08:53 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.