UV for a custom geograft

Hello everyone. I created a simple geo graft. Attached, tested everything works, but what about the material? I need the geo graft border to inherit the torso material. So that the boundaries between the geograft and the torso are not visible. I saw several products in the store (horns, tail). I see that PA geo graft uses the material of the torso. Do I really have to manually snap points on the border of the geoshell to the torso in the UV editor?
Post edited by Jovanni on
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Products like you describe also utilize a geoshell, generally with an opacity map, so depending on how your product blends with the base figure, you might be able to get away without doing the UV trick.
I have attached images to show what I mean. I highlighted the polygons in red. I want the extruded horns to be exactly above these selected polygons on the UV. When I extrude new polygons from an existing mesh into a blender, the new polygons do not have UV. If I make a scan, it will stretch over the entire space. But I need the new polygons to be near the place from where they were squeezed out. Yes, there will be stretching of textures due to the planar projection, but this will be corrected at the next stage of the geoshell.
Hi Jovanni,
In your modeler, edit the uvmap of the horns {including the geograft loop} so that the geograft loop plus a few squares there cover exactly the same area on the Checker T [that black and white checker board] as does the concerned face uvset. There is no need for the rest to appear stretched -- uvmap and unfold the horns' uvset properly so there is no stretch ;-)
In making your textures for the horns, colour match the horns to the base.
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No need to overcomplicate a set of horns. No need geoshell either ;-)