I would like to use displacement maps to add clothing wrinkles to a model but can’t figure out how to place them where I want them. I used the model’s UV layout as a guide where I wanted the wrinkles placed but the wrinkles ended up scattered randomly about the model. How do I place displacements?
two ways. the way you are going, you want to create an image of medium blue, with dark blue/black where you want wrinkles in and white/light blue where you want wrinkles out; where the cloth would natrually wrinkle because of bending and pressing. Then in the Texture panel, Map that Input to UV and enter the UVTexture name. Map To “Nor”
Since you’ve already unwrapped your model, why not use texture painting in the 3D window to rough out your wrinkle placement. Make a new image in the UV editing window. From the Image menu, activate Texture Painting. Enter Face Select mode in the 3d window, then go to Texture Paint mode from the same menu. (It doesn’t seem to work if you go from Object mode directly to Texture Paint). Now you can paint on either the 3d window or in the image window.
Then you can follow Roger’s instructions for saving the image and mapping it to Nor.
thanks you two, I’ll give that a shot.
This was a pretty easy way to do that:
http://wiki.blender.org/index.php/BSoD/Introduction_to_Materials/exercise_2#Toon_Shading
If you increase the displacement, you get tiny wrinkles. It was fun to play with.
yes, but you need a VERY dense mesh (lots o verts) to get wrinkles. and those lots of verts really clog up your UV map.
Are you talking about what I posted? What does clog up your uv map mean? Please?![]()
yes, iti. you. Displace works by moving the nearest vertice by an amount equal to the luminosity (brightness white to black) of the texture. For a small wrinkle, there needs to be a nearby vertice to move and another vertice close by to not move. For waves or smooth defomrations, displace is great. But, If you notice the mesh picture of his flag in the tut you linked, it’s almost a solid sheet of yellow vertices! Mass verts means slow render. Bump maps (textures mapped to Nor) simulate the effect of wrinkle by varying the color saturation, and dont actually do anything to the shape of the mesh. When you unwrap, a UV coordinate is created for each vertice, so if you have a thousand verts, you get a thousand UV coordinates. If you use instead a bump map, there are no additional verts/faces, but the look is the same, and possibly even more detailed than displacement. .
Ahh, thank you. Yes, to me the flags looked like a mass of verts! But hey it looked cool waving and was fun to play with!