odf opened this issue on Oct 27, 2008 ยท 13933 posts
MikeJ posted Mon, 05 October 2009 at 12:00 AM
Yes, starkdog, that does look really good.
Alright, I got the stuff all together and uploaded it all to the dev site under the category of "Antonia Base Sets". The file is a text file with a link to the Zip file I made, and is titled "AP_AltUVs_10-05-09.txt"
It includes the OBJ and CR2 files that Olaf made from my latest set, which can be found on that same page in a file titled "Antonia-with-MikeJs-UVs.zip".
But you don't need to download that, as the file I uploaded to my own place includes everything.
So, the file also includes all the UV templates for both the lo-res and the hi-res versions of the current Antonia 114. The hi res templates are all 2K, while the lo res are all 1K, and everything is in .png format.
Again, for people who may not be following this and wondering what the heck is going on with all this UV stuff, the earlier versions were not "correct" insofar as Olaf's vision for Antonia. In other words, the earlier versions were only for hi res Antonia and didn't match up with lo res Antonia, due to the way the polygons at the seams changed when subdivided. And of course all that toecap stuff...
Ahh yes, the toe caps.... nothing captures the very essence of the word "fun" quite like UV mapping toecaps. ;-)
So, it's finished now.
That is, unless the texture people want to use them and have legitimate gripes or suggestions about something and would like to see something different. In the event that happens, we'll have to discuss it first. :-)
I don't know who all is working on textures right now. The only ones I'm aware of are BlueEcho and SaintFox, so I'm particularly interested in hearing their comments and/or suggestions.
I don't know how many people have access to the Dev site, as there doesn't seem to be any member list anywhere, so if there are other texture people out there, I'd love to hear from you, too. :-)
Now once again, I'd like to 'splain why I've done this. Simply put, I believe this set I've done is more "developer friendly" than the previous, although there are other reasons too. Other major differences.
One of those, IMO, is a biggie and I'll 'splain that here:
The head in the original is split up into separate UVs, separate materials, which are very different sizes. That is, you have a "scalp", which is part of the Body UVs, and then the Face, which is part of the Head UVs.
Now in mine, the entire head is one material, one set of UVs. This, IMO, makes texturing easier with less distortion, but there's also another very good reason to do it this way:
If you use some other render engine such as Mental Ray or Lightwave to render a figure and want to use SSS on it, materials that are separate will cause very much difficulty in trying to get uniform SSS, because programs that use physically accurate "true" SSS, use real measurement coordinates to determine the SSS distance, penetration, and falloff.
That's not a real big deal when it comes to the body being a separate material than the head, but when you have the back of the head being a separate material from the front of the head, it throws the distance calculations out the window and then it's nothing but guesswork trying to match it up.
Mapping it the way I have eliminates that problem, and might even be better for Poser "SSS" too.
Well, that's just one of several reasons I undertook this project, but there are others as well. Although I consider the above to be very important. It sets it apart from the DAZ-esque style and might make some Mental Ray people happy. :-)
Anyway, enough rambling on about this from me for now.
I'll post a link for the general public...soon. I just wanted to give the texture peeps a few days, a week or so... to look it over and see what they have to say.
The lo res Antonia with all the UVs on one non-overlapping map that momodot requested will be available soon, too.