Stretched texture maps problem; need to split the UV map??

TheCedizTheCediz Posts: 172

So I previously posted a similar question a couple months ago, but it did not get anywhere :[    I'm trying again because this really annoys me and I deseperatly want to fix this. I'm an hobbyist and therefore my skills are limited :L I need to step up my game. 

My problem is that the maps get stretched when you morph the figure. If lets say I take a G3M figure and make him super fat, we will see the skin pores all stretched on the belly and in the highly morphed areas. 

Because the resolution of the maps are limited, I can't just shrink down the map and add more in my clipstudiopaint program where I know the polygons are being streched to compensate for the said stretching. 

I don't know how to procede with that and if you have another method tell me, but I think the best way to go would be to create a custom UV map from the original one (lets say split the torso map so the belly has it own UV). Then I could idk ... somehow change only that part of the torso? Never done something like this...

I have Zbrush, Daz3d and Clip studio Paint as programs to work with. 

Thanks for your help, its a very heavy question I suppose so, but I need to fix this. 

Post edited by TheCediz on

Comments

  • A custom UV wouldn't give you mode detail to apply over the stretched area - whether you use a custom UV or the standard UV the only real fix is new textures with extra detail, or a tiling texture (combined with a nwe UV to make area on the template proportional to area of the modified mesh - but that would make the seams very hard to handle).

  • FSMCDesignsFSMCDesigns Posts: 12,781

    If you plan to use the figure with a fixed morph and it won't change, then a custom UV map is indeed the answer, but unless you know what you are doing it's a hard road and not an easy task. You could try the editing the texture method to take the parts that are stretched with the new morph and then apply a new texture overlay of that area with it scaled down so the distortion isn't that obvious in photoshop or gimp, but then you have to worry about the blending between the different resolutions..

  • TheCedizTheCediz Posts: 172

    Thanks for your answers!

     "the only real fix is new textures with extra detail, or a tiling texture"

    How can you put extra details when the skin pores are already couple pixels wide? And where could I find info on tiling texture? 

    "You could try the editing the texture method to take the parts that are stretched with the new morph and then apply a new texture overlay of that area with it scaled down so the distortion isn't that obvious"

    I dont know much about texture overlay either... But I wonder how it could be solution if this is not only the texture map the problem but the bump map and all the others. 

  • TheCediz said:

    Thanks for your answers!

     "the only real fix is new textures with extra detail, or a tiling texture"

    How can you put extra details when the skin pores are already couple pixels wide? And where could I find info on tiling texture? 

    You'd need new textures, essentially.

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