the workflow I used in the past was to create a good UV projection for the
object.
and one camera projection per photo.
rendermap each photo to the uv projection,
layer them in photoshop and paint the blending there.
it required some back and forth between photoshop and XSI while painting,
but it wasnt too bad.
you could paint a vertex map or weightmap for the blending of each
cameraprojection in XSI, rendermap them too, and bring them into photoshop,
in order not to have too much trial and error while painting...
----- Original Message -----
From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 8:27 PM
Subject: multi camera projections
Hi there,
I know this has come up before but I can´t find it in the archives...
I´m looking for the best way to mix multiple camera projections
and successively baking them into textures without destroying the
results of the previous projections, either by limiting the effect to
"facing" geometry or by painting an additional holdout matte for
areas that shouldn´t be affected in re-baking.
Obviously a workflow inspired by anime/cell/matte painting.
Great examples (some even used XSI) would be in the Animatrix
and Final Fantasy (3d) films, it´s that what I after, technically at
least...
Cheers
tim
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