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(Human readable) UV Mapping Modo; Trying to make a hand-drawn face

Travisty
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Travisty polycounter lvl 2
Trying to make a 3D character with a hand-drawn face. Similar to Wind Waker.

My problem is that I'm super new to 3D stuff and I've only barely scratched the surface of UV unwrapping up until this point. 

http://www.benjones.us/twilight-princess-eyes-breakdown/

Note how the eye texture is drawn front facing and completely "normal" but the UV image shown is "projected" in the sense that it's not completely straight or anything. Then the gifs make it very clear that the "skinny" drawn eye becomes circular once projected (as expected).

How can I make it so that the eye, mouth, ect. I'm drawing in Photoshop looks exactly as I want it to once it's in the Unreal Engine?

I tried using Substance Painter but their drawing tools are pretty bad for this.

I understand the key concepts to UV mapping. I "know" what I'm trying to do but I can't seem to make it happen in Modo and the documentation hasn't been helpful thus far. It's 1am now (as per usual I've been at it all day lol) and I'm finally ready to ask for help.

Also, the entire head is its own Mesh and I've made polygon materials (select polygon, M to make material) where I want the textures for each component to belong to. Ideally I'd like both eyes to be overlapped over each other on the same coordinate so that I only have to make 1 eye, lid, ect. I learned through Substance that I can't make the eyes, mouth, ect. their own UV maps and have to keep it all on the same map (in their program at least) but can still have multiple textures (ie an Eye, Mouth, Skin, ect.) and it's working fine in that sense. It's just that the tools for painting aren't there.

Thoughts? Still considering sticking it out with Painter but I mean.. I can't even make a selection. There's no "perfect circles" or Pen Tools. It's.. not great. 

Replies

  • musashidan
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    musashidan high dynamic range
    Very simple. Create each of the graphics(eye, nose, lips, etc) as separate .png files in Photoshop and import them to SP to be used as either stamps or with the projection brush.
  • Travisty
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    Travisty polycounter lvl 2
    Very simple. Create each of the graphics(eye, nose, lips, etc) as separate .png files in Photoshop and import them to SP to be used as either stamps or with the projection brush.
    Duuuuude :D THANKS!

    I came here (it's 5:30am >-> ) to edit my post stating that I'd decided to just go with spheres for eyes (standard method) and had figured out how to make it all work in Maya (YouTube) and simply had to apply it to Modo somehow (still trying to figure out how to export textures from Modo, preferably ones with wireframes for the UV layouts)

    But it sounds like (at a very early glance) I might not even have to figure that out if that Substance workflow holds up. I'm stupid excited to check it out but fuuuuuuck. I'm already nocturnal as it is xD

    Feel bad about only having questions and not much in the way of help for others but I imagine it won't always be this way (: I appreciate your help! 
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