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mimo8
05-20-2003, 06:03 PM
at the moment I´m playing arround with bodypaint and the most komplex part of the story seems how to get a proper UV mesh in 2D

the optimal mapping function allways seems to be just the beginning and is far from a paintable mesh, if u have a more or less structure ... or do I use it wrong ?

now I read a different approach on
http://www.anticz.com/anticz.htm
this homepage

(learn -> UV Texture Application)

he recomends to flatten your modell (or a copy of it) because this is handier than twiddle arround in the 2d BP mode.
once you got it straightened out you can take the uv-tag and drag it onto your original object

is this a good way or can recomend me a quicker oportunity

thnx

pit
05-20-2003, 06:18 PM
Pupii´s tutorial will give you a good start on the basic workflow:

http://market.renderosity.com/~cinema4d/c4d-tutorials.html

kiwi
05-21-2003, 01:26 AM
Theres some good BP3d info in amongst all this.


http://www.cgtalk.com/search.php?s=&action=showresults&searchid=400058&sortby=lastpost&sortorder=descending



I use flat most times.When I have the mesh ripped I copy the object to my target scene or file,and then save the texture itself as a psd which consists of 3 layers,1 the background,2 the filled UV polys,3 the outlined polys.Make all 3 different colors and then when you open in PS it makes it a truckload easier to see what you are doing :)



Stu.

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