Let me preface this by saying to pls ignore the crappy material I’m using in this test. I made something quick that illustrates what I’m trying to avoid. And the model is nowhere near being done so ignore that for the most part too
I made a quick test of a figure, similar to a Godzilla-type character. What I’m concerned about is getting the overall skin texture to blend between different mapped parts of the body. For instance, if a monster was covered with scales, they would align one way, up and down the torso, and they’d align another way along the legs, I can’t just use one cylindrical UV map. So, what I tried doing in the following test was this:
I set all polys in the body to a Material ID of 1 and applied a cylindrical map along the length of the torso. I then selected the arm polys (individually), set the MatIDs of the arm polys to 2, and applied a cylindrical map to them along the length of them. I then collapsed the stack and applied an Unwrap modifier.
The problem is, the place where the arms meet the torso has a definite line showing where one texture ends and the other begins. I’m wanting to get a smooth transition of some sort so it looks like it’s one smooth texture covering the entire body.
So how does one go about creating these smooth joints? I’ve seen some people say to have one skin texture and to keep your details within the maps so they don’t touch. This works fine with a human skin-type texture where there’s no real up and down. However, with a monster character like this, there is a definite texture pattern, either ridges, or scales or bumps, that almost always runs over the whole body.
Any help would be great.