How do YOU line up "wrapping" on textures?
On figure textures how do you, fellow 3D-hobbyists, handle texture wrapping? I'm talking stuff like back tattoos, tan lines, etc. Mine is the good 'ol fashioned "trial and error" method, but it can take me literally hours to get a decent texture finished (my crowning achievement is Aang from the cartoon "Avatar."
Maybe someone has some genius method I don't know about. The textures aren't even perfectly symmetric (they're human, so that makes sense), so you can't use snap-locking to rulers. At least I haven't had any success. I was really excited about the "3D bridge" plugin for photoshop. I thought I was literally going to be able to see the changes happening in DS as i edited the texture but, alas, I actually have no idea what it's supposed to even do because if you save textures with the same name they don't update inside of DS...
Comments
There are a few things you could try.
One is to download the UV maps from SnowSultan (I hope I have the name right). They have incredible uv maps that have the ends color coded so you can match up seams and tattoos and such. Plus they have little notes and tips typed on the UV maps that are really helpful.
Use a texture checker (colored squares generally in multi-colors). There are freebie ones on Renderosity and ShareCG I believe. Overlay this on top or under whatever UV Texture Map you are using. The colored squares will let you see where to place details and such. It will help you match up things such as tattoos. You may need a small squared texture checker or a big squared one. It depends on the UV map and if it is high or low resolution.
Most artists that do a serious amount of painting across seams aren't doing it on the 2d template, they're doing it in a 3d program. Even Blender can do this on some items (not across UVs, but certainly across, say, the back seam of the torso UV) but I mostly use 3dCoat for that. Zbrush is another good one, but costs more.
One day I will get 3dcoat. I really want to try it.
I am assuming this is what you're referring to?
http://www.snowsultan.com/3.html
Blender is limited but usable for basic work. The most recent builds have some improvements in this area. And it is now able to take additional brushes.
3DCoat and Blacksmith3D are both purpose built for this kind of work...and I'm debating which one to get, with leaning towards Blacksmith right now. Many of the PAs use one or the other..
Both are less costly than Zbrush or Mari (probably the most expensive out of the lot and the most 'professional' (it's one that's used by lots of studios/cgi houses).
Bodypaint 3D by Maxon is another 'upper end' one.
For non-commercial use at least it may be worth looking at the new (beta) Substance Painter - you can pre-purchase a non-commercial license on Steam, or use the beta download from their site (the advantage of the Steam version, if you want it, is that you end up with a permanent license at the end of development) - I haven't tried it though. Carrara can also be used to paint on the mesh though I haven't tried that either.
I go about this two diff ways... it depends on what Im texturing.
For clothing, u can actually use the seams (if u uv map it akin to how seams would be in clothing naturally) and fake the seam. You can do the same thing with certain architecture too (via grout line, but it kind of requires you to be actually using grout in the texture across the board)
For the rest, I use bodypaint. I have done seams the hard way (fix, render, rinse, repeat) and trust me when I say, spending the money on a projection painter will be the best money you ever spend.
I'm in the middle of working up a morph/texture for Genesis and I've reached the end of my rope with THAT method and I'm searching for 3D painter more capable than Blender's...
I'm in the middle of working up a morph/texture for Genesis and I've reached the end of my rope with THAT method and I'm searching for 3D painter more capable than Blender's...
Well, I recommend bodypaint, tho that one highly depends on one's budget (its a grand, or like 895$ if u can go with their competitive sidegrade pricing - it requires you own competitive software they've specified) If u go that route, you'd be better off getting C4D prime, as it has bodypaint in it (so ull have projection painting, mapping and a modeller) and its the same exact price.
Next is 3D coat... that one is 375$, and its really good from what Im told (plus, it does morphs and other stuff)
There is Z, but I dont really recommend that for seams, just coz its a little difficult to work with and no idea how it works with multiple maps. I only really use it for morphing and some modelling stuffs.
Finally, there is blacksmith, which a fair amount of folks use and swear by. I have it, but Ive never used it lol This one is the cheapest option.
Im sure there are others Ive missed, though. Those are just some that stand out to me.
Carrara (not tried)
Substance Painter (not tried, beta, and they have now said that it can be used commercially up to a $10,000pa turnover)
Mari (not tried, pricey, and an annual maintenance charge to get updates)
Modo (paint on only one map at a time, though it does support multiple maps, no layering, so I would advise it though I have used it)
Deep paint (possibly no longer around, I do have it from DAZ did an offer but I don't think it's currently installed).
Photoshop Extended (not tried for 3D work).
These days direct painting on 3D meshes is pretty widely supported, unlike the time when it was Deep paint or later Body Paint.
Blender can paint across UV zones, you have to create a texture map for each of those zones.
Blender's texture painting is 'basic'...but it does have all the needed features, to start with, but few/none of the more advanced tools that make the dedicated ones a worthwhile purchase. I know it's on the 'to do' list...much like the sculpting upgrades in recent builds (full dynamic topology...).
*Goes to check that*
Holy (*#Q(8#* on a #(*#* sandwich!!!
THEY FIXED IT
Unfrackingbelievable!
Is there a way to use external files as texture brushes, too? Because if there is I no longer need 3dCoat.
EDIT:
Yes, it can do that too. Woo HOO. *More excitable profanity.*
Can't do layers of paint, but that's okay, I can work around that. And there's less lag than 3dCoat presently has. Oh, Blender Foundation guys, I could kiss you.
They fixed it?
Which version are you using SY?
jestmart is showing he is using 2.67, but I don't remember it working back in that version (I don't remember the last one I tried it in).
And, I was going to tell mjc the trick that I have been using for painting across seams on stacked UV's; Trick - use two different UV sets, and bake from one to the default stacked UV's. I just create a separate flattened Atlas-style map that has no issues painting across seams. Then, I 3D paint the model unfettered. Last I bake the finished textures to the default stacked UV set. Easy, peasy...
But, now, if we can just paint across seams on stacked UV's, that will save me (and anyone else) from the extra hassle.
Don't forget the great work being done by Psy-Fi to improve the "basic" paint. The Moarz code implementing bezier lines to stroke makes fast work across seams.
2.69. I update regularly on this laptop and somewhat less so on my main (in case of disasters like the "everything is broken for two versions while we work on bmesh" thing).
You have to select polys in a given mat zone and assign them to a texture in the UV screen, then unselect all, then select the polys of the adjacent mat zone and assign them a different texture. This wasn't possible in earlier versions, but I'm not sure at what point they introduced it. To paint with an external texture you have to set it up in the textures panel before the texture painter can pick it up.
As for the unwrap-bake method... no comment. ::)
Thank you for the detailed workflow, SY.
I just picked up the latest Moarz paint build from GraphicAll.org, and I am going to try this out.
What? You mean you don't like long, convoluted workflows?
You are the one who turned me on to texture baking, which eventually led to that workflow for seamless painting. Well, at least I can put it away, and let it drift on into the past like Poser 3...
Thanks again.
LOL
I don't "like" them, no. I'm willing to do them when they get results, for a given value of "long." Sometimes it's just more efficient to spend the money. 3dCoat more than paid for itself in seamless products that were effectively impossible (because too time-consuming) before I had it.
Anyway, always welcome. I'm always willing to share information.
And here's a more detailed Blender workflow, for those wishing to do seamless painting across overlapped UVs, with brushes, on a budget of no dollars:
http://sickleyield.deviantart.com/journal/Tutorial-Seamless-Texture-Painting-In-Blender-439338827
I'm really looking forward to seeing Substance Painter done and fully available. I love watching all those little lights travel along the surfaces adding in effects. Looks so cool! And the results are quite nice too!
I use Blacksmith.. it's a little bit obtuse and I haven't gotten used to the new interface at all yet, but it does what I need it to. It's inexpensive compared to most of the other options, doesn't have any problem with multiple maps on an object, and does the bleed buffer around the edge when you're done in a couple of clicks.