Thursday, 4 July 2013

Finally! A "Properly" Textured Human

Well I've done it, through the power of youtube I've managed to find a good way of texturing humans. No more trying to paint onto meshes or UV layouts desperately trying to achieve the accuracy needed despite the bumps and protrusions of a human body. No more labouring under the hot sun looking for a friendly face and despite my efforts being confronted by grotesque homunculi.

By projecting from view (with bounds) I create a UV layout of one face of my model. I then apply a normal picture of a person as the texture texturing that side of the model. With the clone brush That single side is painted onto the corresponding area of the full UV layout.

Tis truly a thing of beauty. I take this simple man: http://fanart.tv/fanart/tv/248834/characterart/last-man-standing-2011-4ffb175969e71.png

I then apply him paint and I achieve:


Now naturally I won't use this man in the game and all rights belong to whomever took that picture. And the texture was only just lined up but it looks bloody good. I'll try and find some models to take photographs of or create my own computer graphicsy people that are of comparable quality to the resolution blender paints at and then huzah. The people are done.

Of course credit were credit is due I wouldn't have done it without this great tutorial:  http://www.youtube.com/watch?v=p4ngVoGIj1Q  

Now naturally this wasn't as easy as it seems, something had royally messed up in blender and I couldn't see the clone brush but by linking my scene to a blank project I was able to use the clone brush without having to burrow into blenders settings and find out what had gone wrong.

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