odf opened this issue on Oct 27, 2008 · 13933 posts
MikeJ posted Tue, 13 October 2009 at 4:20 AM
**Quote - Okay, now I understand! I leave it to the rest of you what you prefer and if we decide for a new mapping I really hope that I can reuse what I've done so far. Making the eyes look good took me as long as creating the body...
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Ah yes, well that's why I asked earlier whether I should move the left one to the right or the right one over to the left.
See, for example, if you already textured the left eye, I would move the right eye UVs over and you wouldn't have to do any additional work at all. And the size wouldn't change either, just the position, so any textures for the other eye could just be moved over, if you still have a layered .psd file, or copied and pasted over if not.
Could you upload a screen shot of just the eye texture map so I can see what you've done so far?**Quote -
To me the actual mapping is fine as it is indeed far easier to compare the scleras and irisses - and most of all you'll see in the future that VERY few people add a second eyemap just to get slight differences.
**Well I'm glad you like it as-is. :-)
But that's what I was talking about. It's the same with Victoria - people want to have to do less work and yes you;r right, very few take that extra measure to add asymmetry. So having both eyes overlapping makes it easier overall.
Even so, as I said, it in no way limits one's ability to create completely unique maps for each iris, sclera, and even cornea.**Quote -
I am not sure if I already said it but I like the way the lashes are mapped. Yes, of course, they are small and you need to add a big transparency map for tiny lashes - but compared to the straight map we had in the beginning painting them was so easy and fun that I already have two versions.
**Thanks again! :-)
You'll notice that in the original Antonia, the eyelashes look distorted, bent, because the UVs were straightened out into a rectangle. So even though the lash trans maps may have been fine, the distorted UVs created a distorted look.
Keeping the UV shape as close to the same as the actual polygons they represent is the way to avoid distortion.
Having said that, I can make them larger, if you'd like, and that wouldn't cause any distortion, but would simply give more texture space.I'm working on the teeth and gums fix right now. I won't be able to keep at it all day, but by tomorrow morning I should have some screenshots ready to upload to show you guys the changes I've made, and what some of these other changes such as eyes and possibly lashes would look like, so you can let me know what you think, what you'd like to see. :-)
Again, it's all up to you texture people, and I want to make it as easy as possible to work with, and also make it so you can be able to get the best texture quality out of.
EDIT:
I'd like to take a moment to mention how much I despise this forum software.
And I'll just leave it at that ;-)