View Full Version : How do you about texturing a nude body without stretching and cuting up the model?
tvholicjames
01-12-2006, 02:08 PM
Hi,
Just wondering if anyone knows how to go about texturing a fully nude model in hi-res without cutting up the model using the split tool?
I don't the textures to look stretchy?
Any response is greatly appreciated.
Thanks.
danlefeb
01-12-2006, 03:48 PM
Sure. Do it in NURBS - then you won't use the split poly tool. :) hehe...just kidding around. But seriously - is there a specific reason why you'd have something against using the split tool? I mean, as long as the results are good - why does it matter what tools you use?
DjVoyager
01-12-2006, 03:49 PM
You will need to UV map the faces, export them to photoshop and paint the texture on them. Here's a basic tutorial that teaches just that:
http://www.digitaltutors.com/chit_chat/showthread.php?t=229&highlight=texture
Here is a kit that teaches advanced texturing.
http://www.digitaltutors.com/store/product.php?productid=88&cat=5&page=2
tvholicjames
01-12-2006, 06:19 PM
no no no. The model is not mine. I am just giving her a hand with the texturing so she can graduate her last class on time.
She has clothes on this African model. I know how to UV map the dress. I know how to texture the head...just not full body. I did the head 1024 by 1024 last time.
If I texture her model which is in high resolution. How do I go about separating the UV without splitting the model without clothes on in 5 pieces:
head, 2 arms, lower body and chest using the split tool or extract polygon tool.
I know for a game character you put everything onto the UV panel at 512 by 512 and hand paint it using photoshop.
Now for a non game model.....wouldn't that stretch if I put everything onto a 1024 by 1024?
That was the confusing question I have. I remembered last time when I textured the head, the face was fine....but the texture on the neck stretched since I textured the head and neck together.
DjVoyager
01-12-2006, 06:45 PM
It doesn't have to stretch if you have laid the UVs apart just right. You have to select faces and apply a UV map on it, for example the arm, you can use cylinderical mapping to capture those UVs. For reference you have to apply a different color material on those faces, setting it apart from the rest of the body. When you are done capturing each body part, you put all the UV maps in that gray area inside the UV Texture Editor and export to Photoshop.
Again, this could get complicated cuz you have to lay out the UVs just right so they don't stretch the texture. Sometimes there is a tiny bit of stretching but that can be fixed by tweaking the UVs in the texture editor. I definitely suggest taking a look at the UV texturing kit. That monster has a similar texture issue as your model , you can see in those thumbnails.
danlefeb
01-13-2006, 07:16 AM
Dj is right, if you map the UVs correctly, then the size of your Photoshop document really doesn't matter. The only reason for having 1024x1024 is to give you some extra room to work with in the UV mapping process, as well as the ability to put in more detail since you have twice the space. Stretching and such is all in the UVs and how you map 'em. That's why a lot of people hate UV mapping, because it can become so tedious to get just right :)