factor opened this issue on Aug 08, 2006 ยท 14 posts
AntoniaTiger posted Wed, 09 August 2006 at 4:27 AM
Personally, I would have done the tattoo on a white background and used it to control a blender node. That way, it could be used with any skin texturemap. A little blur at the edges would be more controllable with a plain background, and you could still mix in some noise in Poser, as well as being able to tweak the colour. Also, you could use a relatively low-resolution skin texture, and still have high-resolution for the tattoo. If you use a sub-surface scattering system, as Face-Off devised for P5, and as is included in P6, I suspect you'd get a better look if the scattering was reduced for the tattooed skin (or completely eliminated for body paint on top of the skin). [Extra Thought] The image_map node in P5/6 lets you scale a texturemap to cover a small part of UV-space (there's an example in my Gallery), and if you have a symmetrical pattern, you can also do a left-right mirroring. The Poser limit of 4096 pixels is on the texturemap, and UV-space has higher resolution. Making a couple of assumptions, the left-side and right-side could use the same texturemap, with the flip, scaling and positioning, with the navel area from a second map. It might be easier to just make the one map in Photoshop, but unless you want P4 support you can still reduce the memory load by cropping the texture and using scale/position.