tried my hands at uvmapping… never really bothered to learn it… seems so hard… and I really like procedurals.
aanyways, here’s the results:
and the texture…
but when I finally put the figure on my scene and rendered one view, most of the coloring seemed to disappear … so much work, and the results dont even show really… ohwell… atleast I know understand uvmapping.
UV mapping in Blender is a huge pain. The unwrapper needs a complete overhaul for better options. It also needs better control, (i.e. not having to convert sub-d mesh to standard mesh fo rbetter placement). I have asked for this over at blender.org, but not sure if it will get done any time soon.
All the other big apps have decent UV unwrap options and work fantastic.
BTW, do you really have to take a screenshot of the image view (which displays the skin texture and the “unwrapped” (I am putting that term in quotes because I don’t think you can really call Blender’s current UV mapping options true unwrapping) UV coordinates) to create an image which you can use for painting the texture? Isn’t that a little bit cumbersome?
BgDM: it’s a bit pain… but once you get a hold of it you CAN use the tools available. it will just take some time, and there is practically no automation
dante: texture is simple mouse maneuvering in gimp …
SickPuppy: well, I did it like that… I took a screenshot from empty uvmap window with dude in front… so that I could easily find out the basic outlines of my character… after that I painted the texture, and then back in blender, adjusted the uvmap point, by hand, vertice by vertice
front side was quite easy, and back. but then the sides give you a bit trouble when you try to fit it correctly… make it seamless.