I have a simple image I made which can be tiled to produce a relatively nice texture. I followed some tutorials with chainmail and using the blend function it looks nice, but for other textures I cannot blend them. My nodes are set up for Texture Coordinates -> Vector Transform -> Mapping -> Image Texture (set to Box, which is what gives the best result but has hard edges) -> Principled -> Material output. Is there a way to made it seamlessly wrap around a complex mesh like a body. I don't mind some mild stretching as a compromise.
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$\begingroup$ Hello, try increasing the "Blend" factor in the image texture node. This should decrease the edge visibility $\endgroup$– GorgiousCommented Sep 8, 2020 at 9:23
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$\begingroup$ This results in an undesirable effect. For some I can blend, this one I cannot because it looks bad. $\endgroup$– Lewis McMeekinCommented Sep 8, 2020 at 9:25
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$\begingroup$ if you want only quads it's like solving a topolgy problem, maybe use an addon like Instant Remesh to make only quads from your mesh then find a way to bake the topology? $\endgroup$– moonbootsCommented Sep 8, 2020 at 9:26
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$\begingroup$ The mesh is mostly quads now,imgur.com/oA3Simf $\endgroup$– Lewis McMeekinCommented Sep 8, 2020 at 9:28
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$\begingroup$ in that case you can duplicate, subdivide, use a Wireframe modifier and bake the result? $\endgroup$– moonbootsCommented Sep 8, 2020 at 9:38
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1 Answer
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For your textures, if the Image Texture Blend option doesn't fix the problem, I don't think there's any easy way to hide the visible seams. You could try to fix it in Texture Painting mode with the Stencil or the Clone brush, but it will really depend on the texture I guess.
So I probably misunderstood your question, but for the specific texture you're showing, a kind of grid, you could use your current topology:
- Duplicate your object, hide the original. As suggested by Lemon, if you want a more dense and uniform net, use the Remesh tool/ Voxel option in the Properties panel > Object Data > Remesh:
- If you want the topology to be rotated 45°, select all and CtrlE > Unsubdivide with an Iteration of 1 (Operator box), like that:
- Go in Edit mode, switch to Face Select, select all, press i twice to inset the faces. Keep these faces selected, give them a material (here orange). Ctrli to invert the selection, give the strokes another material (here red):
- Unhide the original torso, it must overlap its copy, go in Edit mode, select all, unwrap (Smart UV Project mode), in the UV Editor create a new image (size 2048 x 2048 for example), in the Shader Editor create an Image Texture node, don't plug it for the moment, load the image you've created. Make sure you're in Cycles, select the copy, shift select the original, go in the Properties panel > Render > Bake, choose Bake Type > Diffuse, disable Influence > Direct and Indirect, enable Selected to Active, give a bit of Extrusion value, click on Bake:
- Once the map as been created, plug the Image Texture node into the Principled BSDF (or Diffuse), the map is now displayed on the surface of the original torso. If you use a Subdivision Surface modifier You may need to give some corrections in Texture Painting mode:
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$\begingroup$ If want to follow the mesh geometry (but this is not exactly the question, though), use remesh. $\endgroup$– lemonCommented Sep 10, 2020 at 18:46
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$\begingroup$ could you please tell a bit more? Yes that was not the question but I thought using the topology was a way to answer, I don't see how to make a grid all over the body without any visible seam, using the topology seemed like a solution $\endgroup$ Commented Sep 10, 2020 at 18:51
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$\begingroup$ few in fact... the question is about mapping not only a grid but any shape (and this is nearly a research project/algorithm)... but if you want to have (from your answer) a quad geometry which is regular, remesh will create quads with uniform size... so closer to the question. I've not tried it, though. Bon, je n'ai pour autant pas de vraie solution pour cette question, @moonboots. $\endgroup$– lemonCommented Sep 10, 2020 at 18:58
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1$\begingroup$ oh yes I'm going to edit; merci ;) $\endgroup$ Commented Sep 10, 2020 at 18:59
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$\begingroup$ though, consider my comment was a general idea, not a poc... I don't want to lead things in a bad way... $\endgroup$– lemonCommented Sep 10, 2020 at 19:13