Help needed with a model

This is quite an unusual problem, and a very unexpected one. I hope someone can help. For some this might be an easy task. Explaininh the nature of the problem will take some time, so here it goes:

 

The usual process of creating a 3D model is quite simple in theory, create a model, unwrap it, create the texture and fit it to the model,  fit the model to the DAZ3D figure and that's it. This time it's not so simple. I have an exact tailor's cut for the material for the leggings and I am to fit it to the model. While unwrapping the leggings model, however, the unwrapped model doesn't fit the texture. After DAYS of trying to fit it together, I always get gaps, missmatches, ... something's always wrong. Forl all the years of work using 3dsMax I have never had this issue. I just can't seem to match it. Sure, I can stretch, bend, twist, scale, whatever, but that's not the point. Stitching is the biggest issue. I have even made a 3D model based on the tailor's cutting and used the stitch modifier in 3Dsmax to get the basic clothes shape so I can fit it to the exported Genesis2 model, yet some weird gaps always appear, or the texture is mismached.

Dazed and confused.

Now, I am not new to modeling and texturing, on the contrary, but I have never encountered such a problem. It would be greatly appreciated if someone could help me with this.

Item: leggings

link to type: http://cdn.shopify.com/s/files/1/0944/9080/products/DropDeadFit_Leggings_Summer2015-35.jpg?v=1441733885

template: http://s23.postimg.org/jsdmy4357/template.jpg

character: genesis 2, default

(no,  I do not buy/download and modify other people's work, I create my own)

Thank you in advance for time and effort.

Post edited by millosh_r_838b0e5954 on

Comments

  • I don't think this is an actual texturing problem, it sounds more like a UVMapping problem. Does the original mesh have UVMapping set up? Do the textures you've created match the UVMap properly? Remember that the textures have to match the UVMap, not the other way round.

  • Yes, the mesh I created has UVW mapping since i am actually doing the UVW mapping and unwraping. Textures DO match the UVW mapping. This was not the issue, the issue was with "bleeding", basically a part of the area belonging to the background (after render-to-texture) being visible at seams. I have posted an example of the template which shows brownish part that should be visible and black background that should not, however at seams the black area was visible (only on some spots). At first I thought it was a problem that occurs while rendering to texture, however it is not. I will try to clarify: when doing the unwrapping of the model and applying the pre-made texture one must count in bleeding in both model and texture before rendering to texture. The issue occurs when flatterning the texture cause the texture will be applied (prior to rendering) to a model with bleeding area counted in, so if the texture has no bleeding area, a mismatch I mentioned will occur.

    I have figured out a way how to address this issue, just in case someone else encounters this problem. After picking a tailor's template one wants to use (in some image format, i/e JPG) and creating the model, apply the unwrap UVW modifier, create seams on the model and unwrap. After doing this, align the unwrapped parts with the tailors' pattern. The next step is crucial. Determine on the template where the eams will be and make the texture slightly larger and overlay it on the template. This must be done carefully cause, i/e there's an image of a flower that will be split by a seam, and if this part is not done correctly, the flower won't appear as it should. When the seam and bleeding area is determined on the template, measure the distance between the seam and the edge of the texture (in my case 4mm). When you know this, apply the template and align the unwrapped model to it using Freeform Mode and Quick Planar Map for the template to ensure it will match perfectly seam to seam. For people that are new to this, you can use the Autodesk's Helicopter Pilot texturing tutorial.When positioning, pay attention to match the seams created on the model with seams on the texture. When this is done, and you are ready to render-to-texture, set the Edge Padding to match the texture/tailors' template, and voila. Seams match perfectly, and the bleeding area is outside the seam, so only the UV shell is visible.

    There's a great tutorial by Peter Kojesta that addreses these issues in an easier way, which is perfect if you aren't using talors' templates and it can be found here:

    http://www.gamasutra.com/view/feature/130217/completely_eliminate_texture_seams_.php?print=1

    Hopefully I helped someone.

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