Trying to get a texture across a complex figure
Oso3D
Posts: 15,006
Carrara, you are my only hope!
So I'm trying to get a complex texture to flow smoothly over a humanoid figure. Obviously, what with all the material zones and whatnot, it looks terrible and seams and the CLAVEN...
I converted it to an obj, imported it into Carrara, but the material zones are still there and parametric shading still looks terrible. So... is there any decent way in Carrara to work on the UV map to be a bit more fluid?
Comments
I'm not sure it will help, but you might check this out, the part about Carrara's "Texturing/Materials". It helped me with a problem texture:
https://www.renderosity.com/mod/forumpro/?forum_id=106&show_faq
Below is something I did quickly in Carrara using G2M. There was no need to import as OBJ (unless you are doing this with G3 figures which don't work yet natively in Carrara). Is this the sort of thing you are trying to do?
Here's what I did:
When I was done, I ended up with three separate .BMP files showing just the painting part (or you would have three separate .BMP files with your modified textures if you painted directly onto the original texture). I can now load those textures onto any G2M and my lines appear without seams.
You could do this same thing by creating creating a brush from your complex pattern and stamping it onto the figure. It might take a while to get it right (save frequently - in my experience 3D painting tends to crash Carrara when you have a bunch of layers).
Very interesting, thanks! I'm ... not sure if this will work for me, but it's definitely a direction to pursue.
If nothing else, you might be able to use the 3D paint tool to paint across the domains and see where they line up in relation to the UV map.
Also, if you are skilled at using an art program or photo editing program with paint functions, then you can get some nice results. If you suck at painting, then maybe not. ;-)
I used the 3D paint function to paint the teeth on this skull.
Another idea - if this is for a one-time still image, you could always do it in post-work, like I did for the image below. I rendered the scene with the characters each having just a normal set of skin maps and then in Photoshop I painted them to match the background - I cheated a bit in this specific example by re-rendering the scene without them, but it's simple enough to paint a texture onto a character and get it to match their curves and lighting in post-work. I also blurred and added a subtle brush texture to these to make them look more like body paint, but could just as easily have left the textures clean and sharp.
Nice - glad you got it figured out. I'm sorry I didn't think of that, I use the same method (called project from view or project from bounds depending on how you want to UV map to fill the square) in Blender all the time but I was stuck on ways to do it without changing the UV map even though you said right in the first post that that is what you wanted to do.
It sounds like you're wishing that the material zones would have gone away with the obj ex/import?
We're glad that doesn't happen or we'd have to redo UVs every time we export/import.
But if you need to get rid of them, just open the model in Carrara's model room, Select All, and in the Global tab on the right, lower part of the screen, Select New Shading Domain.
"Do you want the new zone to be applied to selected vertices?" > "Yes"
In that window, select the other zones, one at a time, and delete them.
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For most models, especially good modls like those sold at DAZ 3D, you don't want to do that, though. It's those zones tht take the headache out of the texturing process.
That's useful, Dartanbeck, thanks.
(It'll simplify the process outlined above)
Pleasure ;)