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I have a human model whose texture map stored on a single jpeg. However, because there is alot of topology in the model, the pixels per inch of the model become quite low.

In specific, I am noticing this low PPI in places such as the eye brows.

How can I place an additional texture map over the eye brows to give myself plenty of resolution to draw realistic eyebrows in?

Gunty
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  • This question is potentially similar to: https://blender.stackexchange.com/questions/18346/texture-mapping-with-multiple-uv-maps – Gunty May 02 '22 at 11:42
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    ^ This is essentially what UDIMs are. In game dev, they usually just call them second or third UV maps, and they tend to be conceptualized as "on top" of one another, where as in VFX where the artist has essentially unlimited texture res to work with they will conceptualize the UDIM as one big texture made of smaller textures like this. All the same thing, at the end of the day. – Jakemoyo May 02 '22 at 11:57
  • can you use a second Image Texture? In that case just create a second UV map that you'll use to put this more detailed painting – moonboots May 02 '22 at 13:00
  • You can scale that part of the UVMap independently of the others, or you can add an other material slot to that area and scale up its uv to fit the screen. In the second case you don't have to create a new UVMap, it doesn't count if it overlapping with other UV islands which belongs to other material. – FFeller May 02 '22 at 18:35
  • @Jakemoyo UDIM's seem to be the most compelling solution for what I want to achieve. Can you add that as a solution? – Gunty May 03 '22 at 03:10

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I think UDIMs are what you are looking for.

Jakemoyo
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