View Full Version : Old Guy

07 July 2002, 04:56 PM
I just started the color map texturing for this old man. Any suggestions.

Also, I've run into a problem with the texturing. Whenever I move my character in his animation the texturing swims around. It only looks right if the head is in its original texturing spot. When I check it out in Maya's Texture Editor I see that all the projected UVs are being moved around and distorted. Does anyone have any ideas or guesses as to how to fix this problem? This is my first time texture so I don't know if this is normal and/or how to fix it.

07 July 2002, 02:10 AM
An update of the textures. Finished the color map and the specular map. Keep the comments coming, well, how about just getting them started.

07 July 2002, 08:11 AM
Looking good so far :)

I think you should add some more blemishes to the skin though - especially since he is old, he should add liver spots, and that sort of thing.

Also add some more pinkish areas around the eyes. And adjust the spec map so that those areas are shinier - well, actually they need to look wet, which means that you also need to make a gloss map for that region :)

There are also some lines pulling across the nose - you need to try and get rid of those.
I'm afraid, because I'm not familiar with Maya's texturing, that I have no idea why your UVs are jumping around :surprised
That's really strange though - UVs are supposed to stick... Hopefully a Maya user will be able to help you there...

08 August 2002, 09:17 PM
Well I finished texturing the old guys head. I will post a render of it when I have it.

For those of you who have had my same problem, I figured out how to fix it, sort of. Normally the textures will not "swim", but since I had bound the skin and had animation on the character before I started to texture it, it for some reason would "swim", but when I un-bound the head and just parented it to the skeleton, the textures worked fine. Of course I can only do this for the head and so the rest of the body, clothes and hands, I have to use a sold color. I'm planning on texturing the whole thing again after summer school ends in a week, but this time without the skeleton so things work better and then maybe animate it. But for now I have to settle because my final animation is due for my class on Wednesday.

Of course if anyone knows exactly why this happened or how to make it work once it is bound, please tell me.

So I guess the big lesson here is to texture before I bind and animate.

Jonny Bubonic
08 August 2002, 12:15 PM
Hey Kyle....I know that "swimming" problem :) Just make sure that when you're doing your projections, that the "insert before deformers" checkbox is ticked. The safest way (and one that we use a lot) is to duplicate the geometry of your animated object, delete its history and do your uv mapping on the duplicate. Then duplicate the skeleton of the original, bind it to the duplicate geometry, then copy and paste the weights from the original onto it.
I hope this doesn't sound too convoluted...its actually quite simple. If anyone else can explain it any clearer, please do :)

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