Nah, there's enough tattoos, I don't want to cover her from head to toe in them. Sometimes less is more. Might put some small additional writing here and there but big picture, the tattoo is done.
Sure it looks balanced and all, but would it not be an interesting variation in production? I don’t think there has been any toon fully covered in tattoos that were in an order and not randomly added over one another. To be Sinnatra, I would do it myself, but have no idea how to align/project textures on a 3d model, and Photoshop is of no use here.
Hah, funny you should mention that, I made these tattoos in photoshop Projecting is fine and all but doesn't work right when the area you want to project on is curved and the thing you want to project is huge like this tattoo is.
Not to mention that I basically designed this tattoo myself. I may not have drawn the base art but I did the placement by kit-bashing stuff from the basic artwork. Every leaf in that tattoo is hand placed one by one, the big skull on her shoulder is actually made of multiple tattoos, writing is all separate, etc. Photoshop is much faster for that because I was designing on the fly, projecting would've taken ages and might've looked off too.
And because of all that, "an interesting variation" isn't something I want to be doing, all the time it would take is not worth it for something that I might not even find appealing in the end ( because I generally dislike full body tats)
If so, how did you manage to align it so well? I was able to get a texture of a body wireframe to help with proportions, but bigger symbols are still either jagged or stretched out in wrong places. Manual adjustement is one way to do it, but it would take forever to perfect. Or am I missing something?
No, but seriously, mine has stretching too if examined closely, it's impossible to have none considering how deformed the uvmap is and the fact that the mesh is bodyslided on top of that. I just distorted the tattoos in the texture to match the body manually. And as I said, the tattoo was kit-bashed, that means small pieces to make big things instead of just one large piece that I copy-pasted. Add in the fact that the tattoo texture is 4k and that it is very detailed( so from far away it kinda turns into noise -> makes issues hard to notice) and it's good enough. Not perfect but good enough.
9 comments
From the thumbnail it looked like you expanded the tattoo area.
To be Sinnatra, I would do it myself, but have no idea how to align/project textures on a 3d model, and Photoshop is of no use here.
Not to mention that I basically designed this tattoo myself. I may not have drawn the base art but I did the placement by kit-bashing stuff from the basic artwork. Every leaf in that tattoo is hand placed one by one, the big skull on her shoulder is actually made of multiple tattoos, writing is all separate, etc. Photoshop is much faster for that because I was designing on the fly, projecting would've taken ages and might've looked off too.
And because of all that, "an interesting variation" isn't something I want to be doing, all the time it would take is not worth it for something that I might not even find appealing in the end ( because I generally dislike full body tats)
No, but seriously, mine has stretching too if examined closely, it's impossible to have none considering how deformed the uvmap is and the fact that the mesh is bodyslided on top of that. I just distorted the tattoos in the texture to match the body manually. And as I said, the tattoo was kit-bashed, that means small pieces to make big things instead of just one large piece that I copy-pasted. Add in the fact that the tattoo texture is 4k and that it is very detailed( so from far away it kinda turns into noise -> makes issues hard to notice) and it's good enough. Not perfect but good enough.
Honestly it just takes patience.
missing one of those huge chains though.