Optimizing space on a Texture Map?
Hi All, Here is the Texture Map for my project i'm working on at the moment.
Right my newb Question is.... Is there a way within Sculptris to optimize on the area that isn't being used? As you can see from my Texture map there is a lot of free space that isn't getting used and if it were getting used would this make for a higher res texture on the mesh?
u are tryint to make a human am I right?
at the moment you canīt do that within sculptris
but you can export the texture and the mesh and import it in any other program make a new uv ,bake the sculptris texture on it and then reimport that into sculptris.
Yeah Newie, It is a human you can see here in Sculpty's wip.
Damn i thought i might have been able to do it in Sculptris.
ah havenīt seen that thread yet.
you could also use the tight maping feature in sculptris but you would have to do all the painting again.
Yeah. You could modify/remap the UV coordinates in a separate application, transfer/bake the texture again (if that application allows it, or perhaps using my little uvremap tool), and then export+import as OBJ so you can paint in Sculptris. A lot of steps that have to work right, but it could be successful. To influence how Sculptris maps your object in the first place, there's some modification you can do in UV deformation mode that will probably lead to a better result. I think it would help to bend or cut/crease the long limbs in half for example, to encourage seams and prevent really long strips that need to be arranged into the texture map. As new says, you might need tight mapping switched on to prevent it from smoothing out your modifications.
One gotcha with the UV remapping process is that you can't import an object with shared/mirrored mapping into Sculptris, so you'd probably have to disable symmetry before exporting the initial version. The main rule is that all UV texels need to map into unique XYZ positions.
Thanks for the help guys. I am downloading your tool as we speak