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evilmaul
02-18-2003, 02:17 PM
hi,

i have modeled a character in one piece(polig/subds)...and now i have to
texture it. My problem is: i dont want to use one big high res texture for
entire character but i would like to have one big high texture for head, one
for torso,arms etc (i created clusters to simplify the uv mapping then different uv set for each cluster). Is this
possible? becouse after few try (with xsi and or deeep uv) i see that uv its
always one for entire body and not 1 for each piece (cluster) of geomerty.
I forgot something or something wrong ? pls tell me a suggestion for better
way!

Many thanx

Marco

PS: sorry for bad english

Atyss
02-19-2003, 01:37 AM
You don't need clusters to do what you're after. Plus, clusters with materials can lead to serious troubles, so avoid this workflow as much as you can.

So basically you'll have to blend textures. You will create several projections to do that.

Start by creating a projection. It will cover the whole body, but here we want the whole texture editor to be available for the head.
In the TE, fill the space with the head mesh, detach the body, scale it down to zero (you could even do a Collapse). Now edit the head projection.
Then, in Photoshop, create a "weight map". It is a grayscale image that acts exactly as an alpha channel. Using the UV stamp you created when you finished editing the UVs, paint white where the head UVs are, and black where the rest of the body is. This texture need be big, 128x128 is enough.

Then, in the Render Tree, create a mix8_colors node. Plug the textures/shaders in the color1, and the weight map in the Weight1 input. Then set the blending mode of the layer 1 to Alpha. So now if you preview, on the head will be textured, while the rest will be whatever color is there.

Then move on with another part. Do the body the exacty same way. Create a projection, edith UVs (put in a corner what you don,t want), stamp UV mesh, paint textures and weight maps. This time, connect the textures/shaders in the color2 input of the mi8_colors node, and the weight map for this projection into the Weight2 of the mix8_colors node. Don't foret to for this weight map and textures to use the last projection you created.

So basically this approach consists of creating a projection for each part, and weight maps to blend the textures of the various parts.

If you want smooth blending between the parts, blur your weight maps in Photoshop.


Hope this helps
Salutations - Cheers
Bernard Lebel

evilmaul
02-19-2003, 08:59 AM
thanx u so much Atyss for your help!

MArco

qchan
02-19-2003, 10:02 AM
Another question, how can I do the various subprojections in DeepUV and exchange them?

qchan

CogsOrchish
03-25-2003, 12:36 PM
I tried this approach and I couldnt get it to work. At first, the head was textured properly but as I got to body, the head texture wouldnt show up...please help.

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