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New Meshes on Old Skeletons - UV distortion query


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#1
Happycrow

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Hey folks. Working on my next round of armors, happy so far.  Have FINALLY levelled up to the point where the old tutorial on how to make a lego-mesh guy and put it on the fellow in 3dsmax makes sense to me, and I've successfully make dwarven mail coifs which actually come down over the shoulders (these will eventually be elaborated into new helmet variations and real cloaks, rather than nwn2's dippy capes, even if they do have to be equipped in the head slot).  This is a good thing: it means that this year I can pull off a lot of stuff that was totally mystifying before (and if I can find time, translate the My Samurai is Fight stuff to non-humans, too).

 

My question thus far is pretty basic: I notice that nwn2's graphic artists used cheap tricks like solid-color semi-tabards and stuff to hide distortions in the UV mesh when they took a mesh made for a human and put it on a dwarf or half-orc (or even just to compensate for the stupid boobplate armors* in the male-female divide).  Is there any way to handle the expansion/contraction, or insert a few extra vertices in order to minimize that distortion?

 

 

 

*Yes, I went there. My armors look like armors, not cocktail dresses.



#2
4760

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Is there any way to handle the expansion/contraction, or insert a few extra vertices in order to minimize that distortion?

To add vertices, you can use "Tesselate" (in 3ds max, but I suppose it also exists in Blender), but it will add a lot of vertices. Sometimes I also used "Slice".

 

But what I usually do is just select the faces where the distorsion is obvious, and in the UV map window (again, talking about 3ds max) I just select "flatten mapping" (after having separated them from the initial mesh, using the "break" button [I think, not sure of the name, it's all from memory]): now, I've got faces looking forward and not from the side, and it's just a matter of putting them at the right place on the texture.



#3
Happycrow

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What you're suggesting would result in a new texture per model, though wouldn't it? As opposed to a single texture file that can work for all twelve or so models per armor piece? (six races/2sexes or thereabouts?)



#4
4760

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Not necessarily, if you can find a place on the UV map for the faces you detached from the main mesh. But it's true it will mostly depend on the original texture (to put it in a nutshell: if the front part of the armor is the same, or at least very similar, it will work. All you have to do is place the side faces at the same place as the front ones. But if the differences are obvious, whether in colors or in bumps, it will probably not look too good.)

#5
Happycrow

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Got it. I'll give it a shot.