0
$\begingroup$

I'm having troubles since few hours to texture a mesh (a character's face) : it has a texture made from different maps (color, AO, normal..) made from Nodes. enter image description here

I finally want to use a displacement map to physically slice or displace the mesh through a given image, so I use a Multires + a Displace modifier.

The displace modifier is set to follow the UV Map on which my mesh is unwrapped. enter image description here

But in the end, the displacement does not fit with the other components of the texture (especially the color & normal map). It is not scaled the same, neither mapped the same.

I saw some posts giving the crop settings of the displace modifier as a solution, but it is not practical at all.

Do you have any solution ? :( Thanks

$\endgroup$
0
$\begingroup$

Ok everything you saw in my first post was properly set, except that my unwrapping was wrong : some parts of the mesh (a complex one btw) were crossing each other on the UV map, causing the wrong displacement mapping.

That was pretty obvious in the end.

I deliberately chose to cross some parts of it because I wanted a specific texture mapping. So, for any person interested in this post, I guess that it would be possible to correctly map the displacement with some crossing unwrapped parts of the mesh by using multiple UV map.

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.