I was planning to do something similar to what's described in this paper.<http://graphics.stanford.edu/papers/texture-synthesis-sig01/texture.pdf> I don't understand how I could do it any other way. Are there any articles/papers/resources you could point me toward?
Thanks. On Thu, May 3, 2012 at 9:49 AM, Brecht Van Lommel < [email protected]> wrote: > Hi, > > On Thu, May 3, 2012 at 5:15 PM, Tyler Mercer <[email protected]> > wrote: > > @Brecht: Thanks for the advice. I'd actually be creating a duplicate of > the > > mesh, subdividing it (simple, not Catmull-Clark), and assigning vertex > > colors, which would then be baked to a UV (with the same coordinates as > the > > original, un-subdivided mesh). Do you still recommend putting it in the > > Image Editor or Texture Paint? > > Vertex colors are way too low resolution for practical. If you want to > synthesize a texture with enough detail it won't work well this way, > not unless you require very high memory usage by subdividing the mesh > that much. The second issue is that it would be quite a strange > workflow, texturing is usually done elsewhere, it's strange to do it > on a mesh and then require the user to bake it down. > > Brecht. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
