#MeshPaint w/ skin/blobs?
22-May-95 00:51:30
Sb: #171155-#MeshPaint w/ skin/blobs?
Fm: David Stinnett 70214,774
To: Kyle J. McKisic 75542,363
>>The skin/slice modeling solution uses UV mapping to apply its textures, so
you wouldn't be able to accurately use Meshpaint on objects that are skinned
because you can't apply UV mapping to a general mesh object, …
If you are creating objects in the lofter for use with
slice/skin, then you could just loft the shapes with uv mapping on,
then make a copy of that object prior to slicing it. Now use that
copy to bring into meshpaint (it will read the uv mapping applied in
the lofter), and paint away, then use the newly created map on the
skin object. There may be differences between the lofted and skined
objects, but the relative shapes/details should be close, and at
least it will be much more accurate than trying to paint the map
blind… (ah, the good ol' days…)
I haven't tried to do this myself with skin, but it should
work. I do find myself using uv lofting coords on anything that will
go into Meshpaint… it makes things much easier to paint (less
streaking, distortion, etc when applying paint).