jartz opened this issue on Apr 14, 2020 ยท 37 posts
Miss B posted Mon, 27 April 2020 at 9:43 PM
ByteFactory3D posted at 10:24PM Mon, 27 April 2020 - #4387488
Miss B posted at 5:12PM Wed, 22 April 2020 - #4386810
I can't think of anything else that could make texturing something easier than using Mat Zones.
I can think of something!! UV maps that match the structure of the item in a human-readable way are MUCH easier to re-texture than maps that break items into lots of little parts in order to squeeze them all onto the UV map space! By "matching the structure" I mean laid out like a sewing pattern, so you can easily tell what goes where if you're texturing in a 2D app.
That sounds good to me as well. Unfortunately, the vendor I was referring to has UV maps that just have a flat UV map.
IOW, for say a bodysuit, the UV map has two pieces, the whole front view, and the whole back view. There is no way I can tell where it would be good to chose where to texture say a short sleeveless top and a pair of short shorts. OK, the length (or lack) of the sleeves should be easy enough. The same for the length of the legs for short shorts. What I can't easily determine is where to place the bottom edge of the bodice, depending on the style I want to portray, or the waistband (at the waist, on the hip).
The only way I could possibly use it is if he has a similar style already created, but THEN I would have to somehow use the mc6 file as my template. I don't think that's a good way to go about it, so the use of Mat Zones would work much better in that case.
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OK . . . Where's my chocolate?