Hello, I am having a few issues when texturing a squirrel. Am a relative newbie when it comes to Cycles having only restarted using Blender in the last few days. In places I am finding that the texture is stretched despite the UV wrap appearing clean. This I can likely solve over time.
The big issue I am having though is how to blend multiple shades of a texture onto the model so as it doesn’t look so flat. When looking at a squirrel the fur has lots of contrasting shades of red with near golden tufts. Maybe I am being blind but is there a way to blend more than 2 textures using UV masks or other texture painting method? The kind of effect I wish to achieve is in the photograph. Perhaps I need to bake the textures to a UV and then edit in Photoshop to get the colour variation I need?
Object has unapplied scale. UV map has stretching (uv/image editor properties -> display: stretch: area). Painting in the 3D viewport doesn’t require a neat UV map so could use smart UV project to unwrap less stretched UV layout.
Images can be chained as you want with color mix nodes, blending modes on those work the same as layer modes in an image editing application.
Gosh, That looks a lot better already! Am making nice progress with it now after a fresh unwrap and fixing a few rogue vertices around the feet. Might need to create a few new fur textures though. Thank you for taking a look, it’s good to know that there is a way to achieve the look I wish for
Problem solved, decided to custom “grow” some fur and render that in 4096x4096 in order to make texture then used Photoshop for touchups. Still a few details to be added but heck, it’s a squirrel and it now looks like a squirrel!