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Posted
1 minute ago, Ifelloutoftheskybymistakehelp said:

Thanks. Are there any other ways of increasing fidelity? Some areas are quite hard to paint accurately due to the way the textures conform to the mesh. Is Reparameterization possible? Sorry if that's a naive question

It would only be possible if you were the one making the mesh. If that was the case, you could split the mesh into more materials, allowing more max-resolution textures to be used.

But if you're making textures for existing bodies, there's nothing you can do.

Posted

Sidenote, each avatar has a fixed number of unique BoM maps available.

In addition, keep in mind that textures are filtered from pixel to pixel, what you see in your painting program is not exactly wht you will see in-world.

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  • 2 weeks later...
Posted (edited)
On 8/4/2020 at 8:30 PM, Ifelloutoftheskybymistakehelp said:

Thanks. Are there any other ways of increasing fidelity? Some areas are quite hard to paint accurately due to the way the textures conform to the mesh. Is Reparameterization possible? Sorry if that's a naive question

 

Sorry this is a week later. But hopefully this provides a solution for later.

No. It's not possible without being able to modify UVs. You can try creating a tattoo layer for the location of concern, but this completely negates the solution BoM is designed for. Additionally, a higher resolution will not fix the underlying issues caused by UVs.

What you can do is load the body in a 3D software like Blender, Substance Painter, Armor paint, and paint your tattoo directly onto the mesh so it is accurate. This eill probably be your best bet.

 

If this is one of the brand name models, like Maitriya, where you have to go through an unnecessary vetting process, you can use any Omega based body to get the job done. The system avatars work too

Edited by Cyrule Adder
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