It's possible to generate it into an image texture with uv map, some papers:

http://research.microsoft.com/en-us/um/people/hoppe/proj/apptexsyn/
http://research.microsoft.com/en-us/um/people/hoppe/proj/paratexsyn/
http://www-sop.inria.fr/reves/Basilic/2009/WLKT09/

On Thu, May 3, 2012 at 8:05 PM, Tyler Mercer <[email protected]> wrote:
> 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.
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