Merging mesh into one piece and UVs
990 0 1- traileverse
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I have a tree geometry where the base trunk and branches were sculpted inside zbrush and all other branches were procedurally generated in houdini. I also have some normal blending going on so openGL shows the geo like one mesh (see 2nd image below); UV's are layed-out on multiple UDIMs. What I want to do is find a way to blend the textures between the pieces (not sure how I would go about doing texture blending between the different pieces and with UVs on different UDIMs or if it's possible). Basically, I just want to find a way to texture the tree and have it look like one piece of geo with one continuous texture and I'd love to do the texturing in substance painter. Using VDBs produces too much polys to keep fidelity and poly reducing doesn't hold up in this case (mainly due to some of the thin branches). Any tip, any pointers, any info at all would be really helpful.
hou.f*ckatdskmaya().forever()
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