xil opened this issue on Dec 23, 2002 ยท 20 posts
Zenman53186 posted Tue, 24 December 2002 at 11:31 AM
tasquah, you're right, of course. There is probably a lot more detail on how best to take the photos. Perhaps more than can comfortably be expressed here. I'll make an attempt, though. How much detail a texture maker needs is a personal preference. Typically, the more the better, but having 100 photos taken at every 30 degrees around a body part is something most people don't want to do or store. I would be thrilled to have a front, back, and two side shots of every body part. Having all sides allows a greater element of realism because the left texture would not just be a reversed version of the right. Lighting is important (as mentioned above). Ideally, the lighting should be the same for each shot which means turning the body to face the camera as opposed to moving the camera. The use of flash would likely wash out detail unless you can control it's strength; however, if it can be controlled, then it would be very useful in minimizing lighting differences between shots.: Using the figure mesh groupings as a guide would work well in choosing what should fit in a single photo of say 1200x1600. Having said that, here is a description of a possible photo shoot. front, back, top, bottom of arms front, back, sides of upper torso front, back, sides of lower torso front, back, sides of hips front, back, sides of thighs front, back, sides of shins top and bottom of feet top and bottom of hands The face is a little different, partially due to the greater detail needed, and partially due to it's many curves. Upper part of face, camera slightly above eyes, slightly pointed down Bottom part of face, camera slightly below mouth, slightly pointed up Each side of face Side shots are not as critical, since most textures, due to their UVMapping, do not always give the body sides much texture space (V3 is an exception). However, if I had them I would make good use of them. And since the scalp is typically covered with hair, not much detail is needed there. Okay, how's that for more detail...:-)