You can try the free transform tool inside photoshop to distort the image and follow the curves. Simply choose the free transform tool then click on the button on the top right corner to enable warp modes. Then you'll have some control points to warp the image. It can generate some distortion, though.
Thanks for the suggestions guys, but looking through the front ortho cam even when I mess with the its transformation/2d transform parameters still rely on me eyeballing it. I figured there would be some auto-zoom function the way we used to do tileable textures in zbrush back in the day.
Thank for the reply guys, I've went ahead and created a custom keybinding setup based on personal experience and the feedback I've received from you 😊 I haven't added anything about the UV because right now I'm mostly focused on the modeling part so I'm not in the mood to mess up with it, I'll tackle it in the future.…
Everything is automatically seamless in SD by default but you can break the tiling if you use arbitrary transformations like a rotation that is not 90 degrees or an arbitrary scaling. When scaling try to only use the "/2" button only or use one of the nodes in the Transforms category, but these will only work with…
I am trying to create this shape by using a Shape node connected to a Tile generator. Im thinking to get that cross in the middle I would use a shape node with a 2d transform? I find it difficult to use a 2d transform because I keep on rotating it on accident, I wish there was a way to lock rotation. anyway thanks in…
Ahh I see, you can transform the gizmo in the view port by move/rotate/scale it around to manipulate how it unwraps. There is a green line that indicates where it will attempt to place the seams. As for the texture, thats pretty damn good for a first attempt, you should be proud! Here are a few crits to help things along:…
cool notes, didn't know about automerge. yes it's possible to delete, but you have to do it one at a time as far as i know. just hit "n" to bring up your transform window in edit mode, scroll down a bit and under "transform orientations" you can create or delete them
I plan to integrate this solution with screen-space decals. The big thing is I need to properly transform dynamic positions withing the UV frame, and ensure that those positions are mapping to the correct UV shells. Once the positions are properly transformed, I would render the actual tattoos as decals based on those…
I just saw an online article talking about what goes into making the Transformers toys, and it looked like they clearly made them in 3d at some point to test the transformations and all of that. Wish I could remember where the hell I saw that. There's also this: http://www.polycount.com/forum/showthread.php?t=88735
I usually do a couple of parallel lines on a layer, then transform/distort them until i get the right amount of "distance" for my vanishing point. Using "perspective" when transforming does the trick too. I use it just to get started and make sure I don't get to much distortion in the drawing.