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Wakizashi Yoshikawa

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Everything posted by Wakizashi Yoshikawa

  1. I somehow find that in 99% of cases, projected painting is best approach for texturing sculpts. Well at least for me. So in short my workflow would be somehting like: 1. Make sculpt (either in Sculpt sudio inworld, or with Sculpt composer in Max) and export it as OBJ file. UW map is already applied and preserved so no worries about that (after all its just cylinder anyway) Depending on your sculpt, texture size should match ratio. E.g. if sculpt map is 32x32 then native texture is 1:1 ratio, if its 16x64 then its 1:2 and so on. Nothing actually stops you to save texture for oblong sculpt as 1:1, except it might look squished due to ratio of sculpt. 2. Import OBJ file in either Mudbox or Bodypaint. I end up using them alot, but there are quite few alternatives such as 3d Coat, Blacksmith 3d and so on. Bodypaint and similar software have option to freeze 3d view and then export that portion as PSD layers, modify them in Photoshop and apply them back on model. Even Photoshop Exptended have option to paint directly on OBJ files, but in my experience its worst than any other solution. 3. When sattisfied with result save as flattened TGA (no alpha) and apply on sculpt as 1 on 1, no repeats. Of course, Gimp, Blender and other free and paid software are more than welcomed, but since I have access to above mentioned I used to them... Hope any of this helps you
  2. Chip Midnight's one are good, tho Im usually end up using Robin Wood's Both PSD in 512 and 1024 resolutions, layered. You can get them from one of previous posts (sorry for beating dead horse here, I havent noticed that link already been posted...)
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