I'm trying to model a water down model with head and body all in one piece. But when I texture the model, 4k map for the whole body doesn't leave me much room for the facial detail (even though I scaled the head UV quite large compare to the rest of the UV for body). So I'm wonder how are the pros doing it. I've seen few times where people post face UV as seperate map. So my quest is, how would I get the head UV as a seperate UV set and be able to still 3D pain the full body model and have no seams between the head and the body. Thanks in advance.
Replies
Quick way: Detach the head, apply the new material and reattach the head. It will create a multi-sub object for you.
Or
Long Way: Assign the head to a new material ID, create a multi-sub-object material, place your two materials in the right slots and call it good. It depends on the exporter and the engine as to how you can actually set it all up but UE3 supports it that way.
If you're using Maya, someone else will have to answer it, I've only ever applied simple materials to whole objects, I'm sure there's a way but since I'm not in front of Maya right now, you get the brush off =P
Is this a film-resolution model or something? I've seen great-looking "next-gen" game character face textures taking up a 512x512 before... you can fit 64 (that's right, sixty-four) 512x512s into a 4k map...
model which enabled me to neutralize the problem of seams altogether, otherwise i'd
look for similar options (i.e. bodypaint...)
so my method would be - i'd make one massive texture/size/box with every uv
within it in th proper places (as though i had the 4x512 textures joined) and paint!
- then separate the later....