I’m trying to make a muscular skin texture for a model atm. I’ve increased the detail with mutired, and I’m sculpting in muscle detail to later bake, and reapply to the low poly version.
I’m getting some strange oddities with texturing on the arms, though. See this image
The arms are far more mottled, for some reason. It appears as if the texture is incredibly stretched there. I’ve tried with both UV and Orco mapping, the result is the same. Also tried with AO in raytrace and approximate modes. Same result too.
I thought I might somehow have a lower detail on the arms, but as this image shows, the vertex density is roughly the same on both the arms and the body. I can’t see why it won’t work.
If you look in the first image, you might notice there’s only texture for one arm. For this model, the arms are identical to each other, and a single texture area is applied to both. I’m using sculpt with x axis symmetry on to make sure this isn’t problematic. Could have something to do with it though.
The skin I’m using is a material I got here: http://www.blender-materials.org/index.php?action=view&material=56-simple-skin
Can anyone advise as to why this doesn’t work right? I can supply my .blend file if need be too.