Texturing organic models.
-
Recently i started learning organic modelling, and so far so good, using Artisan and trying to decide if i buy it or not. One of the reasons i still didnt decide is that im having a lot of trouble texturing in organic models, and if i am not going to figure this out, it is not worthy to buy it (since i will probably forget about modelling organic things..).
Since i have A LOT of faces, it is almost impossible to texture face by face , not only that, the textures appear distorsionated of course, this will be not a problem if the model was not so big and with so many faces. In a regular plain-model i will just paint face by face and project the textures i need. In an organic model made with quadfaces/triangles i dont see how to texture it. Im completely lost.
Is there any plugin or any trick to efficiency texture organic models? already tried thrupaint from Fredo, and even if it is a great tool, it will only work as intended on quad faces, leaving any other face without the UV projection. And since in a organic model is basically impossible to keep all the faces as quads, i really dunno how to do it.
Any ideas, sugesstions?? how you guys texture organic models in sketchup??
Thanks in advance.
P.D.: I was going to post a screenshot, but i started from the beginning again and right now i dont have any screenshots. But i think everybody knows what im talking about ...
-
@hsrhdrehre5654654 said:
Any ideas, sugesstions?? how you guys texture organic models in sketchup??
Use blendup and texture it in blender with UV unwrap.
Use Whaat's UV tools and export/import to Blender or other UV mapper.
(you're using artisan anyway and Whaat is the developer of artisan too)
-
@jql said:
@hsrhdrehre5654654 said:
Any ideas, sugesstions?? how you guys texture organic models in sketchup??
Use blendup and texture it in blender with UV unwrap.
Use Whaat's UV tools and export/import to Blender or other UV mapper.
(you're using artisan anyway and Whaat is the developer of artisan too)
But with thousands of faces (probably far more).. dont you think its going to be a chaos???? i mean unwrapping my model into blender... i remember time ago i used to do things on blender. I used a lot the uv mapping feature of blender (probably the only thing i like of that modeling app)but i remember that you need to separate the faces you want to map, and honestly in a model with thousands of faces and a lot of parts that need to be maped.. it could take me even days just to do that.
-
Nope... It's fast if you use Blendup.
Just Hide all edges and then, unhide where you want your seams to be.
Then UNwrap there using the Unwrap tool. It should be a straight forward job to you (because it is for me).
The only thing is that when your model comes back to sketchup, if modify it's geometry without a plugin that keeps UV maps (like SubD or Artisan do) you are probably f''' up and need to redo the map... But then again, with those seams in the right places it's fast.
For flat faces it will be better to UNwrap in Sketchup.
Advertisement