lunemercove

witchy girl/virtual snep

^ computer witch ^
^ self-taught 3D modeller ^
^ 🏳️‍⚧️, fan of girls ^
^ old enough ^
^ anarchist 🟥⬛^


see them uncombined here


you can always find me here
lune.gay/
the blog specifically
lune.gay/blog/

I'm trying to use seams as texture edges less often. It's a useful trick that I'm still using in a lot of parts of my model. But it by design gives a really sharp edge, and I'm finding I want a softer transition in a few places. So I've started putting a one-polygon border in places I know I want that soft edge, and drawing it in by hand.

Usually that border is right on a separately-seamed region that's elsewhere on the texture. Though, I think as I get better at texturing I can skip even doing that and just have (mostly) contiguous body/outfit textures. Baby steps.


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in reply to @lunemercove's post:

basically taking a very long road to doing textures "right" (i.e. "what you see online if you look up face textures", which I presume to be right but I dunno). modelling work for me is a slow process of learning basics and how things work before I can understand best practices for actually doing any given thing. had to do textures a lot of bad ways before understanding why you'd want and how you'd achieve unwrapping faces in one piece.