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Using Multiple UV channels for projection
I wrote this for someone here but thought I would post for others in case they did not see that thread. Also where is the Maxforums Tutorials people are asking me about? Sorry I am not too quick
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2/3/2009 2:30:43 PM (last edit: 2/3/2009 2:30:43 PM)
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2/3/2009 2:31:44 PM (last edit: 2/3/2009 2:31:44 PM)
Thanks a lot for that. Your workflow makes it very clear. :)
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2/3/2009 2:53:06 PM (last edit: 2/3/2009 2:53:06 PM)
Woah, great work! Thanks a lot! =D
read 721 times
2/3/2009 3:19:38 PM (last edit: 2/3/2009 3:19:38 PM)
I usually make a final unwrap in channel 1, then i have the front projection on channel two and the side projection on channel 3.
I use one material with a mix in the diffuse-slot. Mixiing the front pic and the side pic. The actually mixing is controlled by a vertex color material.
Then i just assign the vertexcolors on the mesh to get the blending i want between the projected images. When i feel satisfied, i render to texture into channel 1 and take it into photoshop to finalize it and tweaking and shit.
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read 712 times
2/3/2009 3:45:15 PM (last edit: 2/3/2009 3:45:15 PM)
I don't like the UV's in your example!!!!
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read 682 times
2/3/2009 7:56:33 PM (last edit: 2/3/2009 7:56:33 PM)
Go texture a lightsaber
read 675 times
2/3/2009 9:11:01 PM (last edit: 2/3/2009 9:11:01 PM)
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2/4/2009 12:23:26 AM (last edit: 2/4/2009 12:23:26 AM)
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2/4/2009 1:16:56 AM (last edit: 2/4/2009 1:16:56 AM)
I sometimes use broadly that method for fixing seams on hand-painted textures (UV 2 the polys either side of the seam and bake the texture, clone-stamp out the seam in PS, then bake back to UV 1). Nowadays I usually use Zbrush for the projections rather than Max, but it's fundamentally the same technique.
read 613 times
2/6/2009 6:31:16 PM (last edit: 2/6/2009 6:31:16 PM)
Cool... I am about to texture a model of me and want to use photos, aannnd I didn't have clue (big surprise :) about doing it this way... so thanks JB... helpful for me.
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2/6/2009 9:31:48 PM (last edit: 2/6/2009 9:31:48 PM)
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