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>> No.671441 [View]
File: 660 KB, 1740x979, Screenshot from 2019-03-11 14-20-51.png [View same] [iqdb] [saucenao] [google]
671441

>>670679
Working on a procedural skinning workflow that doesn't care about morphs applied to models. [pic related] contains two models; one base, and another morphed. Both are using the same procedural material. The hope is to get rid of texture stretched caused by extreme morphs by using texture space vs object space texturing. [pic related] contains only texture space procedural masking right now, but I'm hoping to add some object space diffuse or bump texture next to test the process. The material would have to be baked for animations as object space texturing doesn't work for animations. However, it should work as is for posing (I think).

Basically, the texture space masks stretch with the morphs just like UV texture coordinates do... However, you can specify a donor mesh for texture space so long as that mesh has identical vert count and order. Theoretically I can create all the masks targeted to the base model and those masks would transfer to the morphed model no different then if they were UV texture masks. Using those masks, I should be able to generate uniform object space texturing that'll look no different when applied to a fat ass, a super model, a giant, or a child (i.e. no stretching or compression).

I know, the actual masking could have just been done with textures, but using the procedural masks actually gives me a lot of control and all I have to do is move sliders. To painting needed... Its just a bit of a pain to get them in the right spots.

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