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  • Published 6 Mar 2020

Mask from UV mapped textures

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Development Status: Duplicate

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thinsoldier
6 Mar 2020

6 Comments

leonard7e

Wouldn't it require a complete UV-unwrapped base mesh? I wont burden people to UV-Unwrap high density sculpts.

Unwrap → tea time.

To get a reasonable workflow, I guess, this feature idea requires Multires.

thinsoldier Author

* @Leonard Siebeneicher * If you look at the example video you'll see the artist starts with a very low poly object that is UV unwrapped first. He then sketches a rough outline of the design in the 3d viewport and exports the 2d texture. He then takes the texture to photoshop/iilustrator to make a much more accurate version of the sketched design.

leonard7e

* @thinsoldier * It does not make much sense to have an UV based solution on a workflow which uses voxels or dynamic topology. Any remeshing destroys UV's. This kind of sculpting workflow wont work with a feature which requires working UV's.

Multires based sculpting preserve UV's. Masking from UV's does perfectly makes sense here.

My vote against a general "feature" which depends on UV's across all sculpting workflows. This wont work for workflows which destroy UV's. But, this feature would work inside (uv preserving) multires sculpting session.

thinsoldier Author

* @Leonard Siebeneicher *

LOL "Unwrap → tea time."

I just tried that. I got: Unwrap → OS Crash

thinsoldier Author

* @Leonard Siebeneicher * This technique is useful for people like me who aren't much for sculpting and find using multiple instances of the displacement modifier to give poor results. So, I know I would not be using it with dyntopo/remesh. Like in the example video it's a tool used early in the process before turning on dyntopo to cranking up the resolution to add scratches and dents.

leonard7e

* @thinsoldier * Huh … you did it. :D