Creating Surface textures for sculpties with blender

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As for the blurring, my guess is what you're seeing is the result of a flat lighting bake on a texture that's supposed to look bumpy, but doesn't actually have a bump map applied to it. Prior to the bake, the color noise on your flat texture served to provide an illusion of depth, to some degree. But once you baked lighting onto it, that illusion was broken, as light and shadow spread evenly across the surface. The result is the baked texture looks pixelated instead of bumpy. For lack of a better phrase, the lighting bake called the original texture's bluff. It proved it was just a flat image.What I would suggest is that you make a new source texture, without the noise. Then apply a proper bump map in Blender to create the depth. If Blender can generate 3D volume noise, that would work quite well for this. If not, then a 2D noise map, projected either either cubically or tri-planarly, should do the trick.As I said, that's just a guess. I'm not a Blender user, so I can't speak from actual experience. I'm mainly drawing on parallel experience from Maya. It may or may not be applicable, but it's worth exploring.

 

My textures keep coming out 32x128. Is there an issue with oblongs that wont let it create a bigger texture? I tried 1024x4016, 512x2048, and even the default 1024x1024.

Domino Marama's picture

In the editing mesh panel, make sure you have set the Active UV to UVTex. Then go into edit mode and over the UV Layout (UV Image Editor) press A once or twice to make sure all UV points are selected (it's a toggle). Now create or select the high res image for baking.

Before you do the bake, make sure that UVTex is set to be the rendering UV texture in the editing mesh panel.

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