odf opened this issue on Oct 27, 2008 · 13933 posts
lesbentley posted Sun, 25 October 2009 at 9:38 PM
@SaintFox,
Quote - Constructive critique is always apreciated and I'll try my best to alter what can be altered and to answer to the other questions.
Glad to hear that. But perhaps I should have said from the start to take my comments with a pinch of salt. I know nothing of the skill and art of making textures, but am pretty good at putting my foot in my mouth.
Re the teeth.
Quote - I am amazed!! I left the teeth exactly as is (but can tell you that all teeth are made from the four upper and lower front teeth as the molars are not visible on the photos) and thought that people will find them too dark!! I can darken them with ease but prefer to offer a second set that is darker for those who prefer it.
On reflection I feel is is probably better to keep the teeth the way they are. After all it is a simple enough for me, or anyone, to darken the teeth by using a darker Diffuse colour, but not as easy to lighten them if they are too dark, as the Diffuse is already white. The comment I made was just an initial reaction, and not well thought out.
Re white seams.
Quote - There is just one workaround for this and this is filling the white part of the texture with a skin tone. Pretty useless as it only makes the textures' filesize bigger. I know that some merchants do it because their are always customers who say: I have seams in the preview... but on the other hand people will complain about larger filesizes.
You have a good point there. I would not like to see you filling the whole white part of the texture with a skin tone, but I see that there is one place on the lower left of the abdomen where there is a lot less overlap of the coloured area than on the rest of the map, or on the equivalent area on the right side, I think a little spot of "paint" there would be a good idea.
Re bulge on mesh.
Quote - The bulge is a mesh-thing, yes. As I added a "blend" between iris and sclera it may be more obvious.
I owe you an apology on that point. I was looking at an un-rendered preview when I made that comment :blink:. Whatever you have done with the blend works well, and the join between the iris and sclera looks much better in the rendered image . I hope that you will forgive me, that my haste lead me to wrong conclusions.
Quote - The lacrimals are part of the head, if you open the head texture you can clearly see them in the inner edge of the eyesocket. The "almost skin" effect may be caused by a combination of light and shader. In fact I made them from a close shot of the eye by cutting out the lacrimal section and tweaking it to the given form. But of course the area of the lacrimal is very, very tiny and this leads to a kind of "pixel purree" after tweaking and resizing.
Perhaps I am mistaken, but I can't help thinking that there seems to be something not quite right about the lacrimals in the "Antonia-116-altUVs.obj". When I try to investigate further in UV Mapper (free version), I am running into other kinds of strangeness when selecting by group, which are hindering further investigation.