seamless textures
painting textures by hand, eyeballing them to make them seamless? that’s SO 20th century. join the revolution – use computers to make your life easier.
create your model in maya. use projections so that textures cross geometric boundaries. (for extra credit, use shape projections.) | |
export your model to second life using a mel script and the qLab LSL library. | |
bake the textures to uv space. | |
upload the textures and apply. |
and for those who are following closely – notice that you can bake lighting effects, too. (shadows, color bleeding, ambient occlusion, caustics, etc, etc, etc.)
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Filed under: maya,second life - @ 1 June 2006 3:07 am
This is a great idea and I think you should put this out there for more people to see. I mean it could definatly help builders and texturing out a whole lot.