Digital humans the art of the digital double
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# 16 30-12-2012 , 08:51 PM
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Are you trying to make a tileable texture? If yes, you're probably fighting a rising tide trying to make that look organic to the surface. Personally, I'd give the surface some thickness as right now it looks paper thin, layout the uvs, and texture in Mudbox or in this case since you're not familiar that, Photoshop (copy paste, clone, do what you gotta do lol), and I'd also paint in the globs for the edges there. But you need a workable source texture, aside from the baked in shadows, there are warped and mirrored areas and I think the image is comprised of probably the lumpiest parts of the mask.

Though, at that distance you could probably get away with a bump map for everything except the edges, who knows, you could probably use the shadows in the texture to your advantage by also using the map at a reduced weight in the color channel and using matching angle for the light(s).


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# 17 30-12-2012 , 10:03 PM
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That is just a rough preview of my texture. Yes it is cloned in photoshop, just quickly so that I have the right scale. I will do the adjusting and tileableness after I found the best texturephoto.
How do you mean "paint in the globs" ? Where am I supposed to paint them?
I#ve never worked with mudbox or zbrush before so I would rather prefere other options, but what has to be done, has to be done user added image

I think when I take a good photo of my texture with not that many "bumps" and noise I will get a decent effect. Just curious how exactly I am supposed to make the Edges look right.

Thanks for the quick responses guys, helps me alot user added image

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