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Hi all!

Wanted to share this quick tip how to create super high rez tattoos for your characters.

All the best.

- odes

Files

How to add super high resolution tattoos to your characters

Check out our Patreon page! https://www.patreon.com/furryvne Blender plugin: https://www.dropbox.com/s/na0bgskgzrpuv68/furryvne_1.0.0.zip?dl=0 Music: https://soundcloud.com/musicmaster865/chill-jazzy-lofi-hip-hop-royalty-free-jazz-hop-music-1

Comments

Isaiah Herd

Woo thank you for this! Was wondering why I couldn’t make tattoos look right

Anonymous

Ok this is actually really good advice! Although each tattoo take one carment space, which is not ideal.

yiffalicious

You could have several tattoos on 1 garment. The main idea behind this technique is to adapt the UVs for the decals, so the UV space is better utilized.

Luvmuchine

So many extra steps just to get higher detail on the texture. Why not just make fvne able to handle higher resolution?

yiffalicious

As developers of realtime software, we always try to find the most efficient solution that is up to the task. While increasing textures size definitely is something we could do, it is a bad and lazy solution to the problem. Keep in mind that any 2x increase to texture size will increase that textures VRAM usage by 4x (since 2x squared is 4). Also, that would be multiplied for every texture target as well. Why not just increase resolution? Because increasing the texture size from 2k to 4k would increase VRAM usage by more than 4 times. Furthermore, the quality for decals projected into such a texture will not have higher quality than ones projected into a UV space specifically designed for the decal. I.e., we can get away with: 1. Lower resource usage. 2. Better performance. 3. Better quality. By using a method like the one shown in the video. In a developers book, that is the clear answer. That being said, I do recognize that this should be made easier for users. The method described above is a work-around. Actual decal projection where each decal has its own UV space is something we will implement eventually. It will be required for body writing and such if we want them to have nice detail, and it's something I definitely want to get in there. But, as with all things, we must prioritize, and right now our priority is interactions, that is physics and animation systems. I hope this answered your question. All the best. - odes

Luvmuchine

I'll be honest with you homie, I understood like a third of that but I'm going to take your word for it since you know this tech a lot more than I do. Do what you have to do because you're doing good.

Mobius Scarf

"Fast & Easy" might be a bit misleading, lol. But that's a clever work-around. Maybe you could automate the process where the author designates a region on the model and then it generates a skin-layer cloth object over the designated region, which can then have the higher-resolution decals. It would still be effectively the same work-around, but it wouldn't require the author to bounce back and forth between Blender.

yiffalicious

Yeah I changed the thumbnail on YouTube! Maybe wasn't the best title lool. I agree, such a thing would be very useful and it's something we'll get around to eventually. But first, interactions!