|
|
|
![]() |
|
|||||||
|
||||||||
![]() |
|
|
Thread Tools | Rate Thread | Display Modes |
|
|
|
#1
|
||||
|
||||
|
skinning and texturing
hey, any suggestions for how to flatten a hi-poly human mesh to be used to create the skin/texture?
|
|
#2
|
||||
|
||||
|
Re: skinning and texturing
I think this is a fairly common task. There are numerous tutorials all over the web. Start here: http://www.google.com/search?sourcei...nning+tutorial
|
|
#3
|
||||
|
||||
|
Re: skinning and texturing
you could apply the texture to your model and use a UV Unwrap on it and take each peice of the mdel and put it on the texture map where it's supposed to be.
|
|
#4
|
||||
|
||||
|
Re: skinning and texturing
ok, i have a high poly human done. its one mesh and the only thing i found about how i could export the mesh as a .bmp or .jpg to texture would be 2 seperate the mesh into about 20 seperate parts, map/unwrap the new parts, then find a plugin which will export that to a picture file. u guys think this would be the easiest way to accomplish this? suggestions, tutorials, and help would be extremely appreciated.
|
|
#5
|
||||
|
||||
|
Re: skinning and texturing
yes... thats probably the best way to do it... you cut off the arms, legs head, feet hands face etc... then apply a seperate UV Maping ( i.e cylinders for the arms... etc...) and then use that to create a bit map then recombine the meshes and weld the vertices w/in 0.0 of eachother
|
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|