They are then given unique material assignments and UV mapping to separate images that often allow for increased detail compared to the parts they may float atop. Decals are essentially sections of mesh duplicated and offset slightly to sit above the surface. The general solution to this is to use decals. UV mapping an image to a large object and using the largest image possible, a 512 x 256 pixel image in this case, can mean painted features appear blurry as too small a detail might be mapped to too few pixels. In this situations it may be better to Decimate the high resolution to generate a lower resolution version with better correspondence (highlighted as selected). In some instances manually creating a low resolution version of high can lead to disparities that are difficult to accommodate. The most straightforward way to generate a low from high resolution mesh is to use Decimate, lowering the Ratio value until the objects silhouette is more dominant than its density. the difference between the two will generally be one of mesh density rather than mesh structure. In such situations it’s often best to scrap the initial low resolution mesh, instead repurposing a copy of the high to ensure better structural correspondence, i.e. When sculpting a high resolution mesh for normal map generation there’s often a significant enough disparity between high and low versions that it makes the Bake process dissatisfactory. These are then uploaded as layerable items, that is an item with a custom Mesh ID that doesn’t override the default head so it can be worn/used at the same time.Ĭhoosing the correct Starter File depends on what the product is and how its to be used use the Clothing File for items that need to deform across a number of regions controlled by other bones use the Accessory file for items only articulated by the Head. Important: items influenced by two or more bones, but that don’t necessarily replace the head, need to be made using the Clothing Starter File. If the item augments the base head then the Accessory Starter File can be used, the mesh only then needing to move with the head. If the base head is to be replaced entirely then the Clothing Starter File is needed to properly accommodate articulation of the neck (and shoulders where necessary). Product ID: Snowbawl Female (57491690) | Snowbawl Male (57208127).ĭesign note: most meshes that accompany, augment or replace the avatars head can be built using the Accessory Starter File or Clothing Starter File depending on how the product is to be used. Once complete the head is exported to FBX and assembled in IMVU Studio using the normal maps generated using Bake.ĭuration: total c. This is in turn masked to mitigate a border showing around the area. For the head itself, a section is duplicated and detached to create a separate ‘face’ area that can be UV mapped with a higher resolution image. Discussed along the way are some of the consideration and pitfalls that need to be kept in mind as the project changes as it progresses. Included in the process is some basic sculpting using the Sculpting tools to create a high resolution version of the initial mesh so normal maps can be generated using Texture Bake. In this exercise (recorded live so may include off-topic chat) we take a look at making a custom ‘SnowBawl’ head to replace the avatars default.
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