![]() Mark the human toon and create a material for it. Textures are usually quite large, otherwise they’ll look grainy on close-up renders. You should give it a sensible name and decent dimensions. That skin has clear markers and labels explaining the different areas of the skin. For the sake of this tutorial we create a new blank texture.Īs a hint: If you want a demo skin to modify rather than create one from scratch, you could download the “Annotated Skin” from the skin repo and open it here. Here we can either “open” an existing image, or create a new one by clicking “New”. ![]() You could have created this through other means, but we might as well learn how to find this now. To create an image to use as texture, we can switch to the “UV Editing” (and image painting) view in blender. ![]() Otherwise, import a human from MakeHuman as usual. If you have MakeTarget or MakeClothes installed, simply click the “load human” button. We also want a human to paint the skin on. This is not required, but for various reasons it is somewhat simpler and more efficient. To start a texture painting project, we are best off switching to “blender render” mode (rather than cycles).
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