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Adapted from my written tutorial at bendansie.com/

NOTE - When in Gimp/PS matching the photo to the rendered angle, turn the rendered angle layer OFF before projecting and have a plain background for the rest of the image. That way it will be easier to blend the projections together. Forgot that myself.

NOTE 2 - (Shouldn't have made this at 11pm...) The plane is 1 blender unit from the head, not camera, but being orthographic it only really matters that the plane is behind the head for rendering. Keeping it all to 1 does keep it simple though as stated.

NOTE 3 - It was suggested to me to merge the layers using a layer mask - that way it is non destructive blending between the projections.

Due to request, it's now a video tutorial. It's my first video tutorial, so it isn't perfect, but I'll be revisiting this topic later (most likely) when working on a human character documentation project with some help from other BlenderArtists.org artists. More to come on that when I get the time.

Used Blender and Gimp only, so if you have a model and photos, this can be done for free (excluding the price of a computer to do it on of course...)

Credits

24 Likes

  • Ben Simonds 9 months ago
    Great tutorial. Simple and straightforward workflow too.
    I tend to create separate UV mappings (projected from view) for each projection angle in blender. This has the advantage of being able to tweak the UV map in blender with proportional editing to fit the image, thus avoiding the GIMP's rubbish iWarp filter, but I think I may try this in future, as working with high res images in blender is tediously slow on my comp.

    Again, great tutorial, I'm sure plenty of people will find it useful.
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  • Ben Dansie 9 months ago
    I hadn't thought of doing it that way. Hadn't thought of doing it my way either until a forum member mentioned it. Liquify in Photoshop is much better for matching up the images to the mesh, but I wanted to show it could be done with Open source.

    One other thing, matching up in PS/Gimp means that you can do things like use the heal tool to remove hairs, paint out some shadows and so on before you project, meaning even less cleanup afterwards.
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  • dyf 8 months ago
    at last.. the video came to life :)
    this is great for showing the general process of doing it, for those that don't get it directly from the text..

    thanks for putting it together..
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  • cobrelon 6 months ago
    Thx for share your work :)
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  • François Tarlier plus 5 months ago
    your result is very nice !
    But you still have this workflow with Gimp and the liquify now we have projection painting ? vimeo.com/5093588 it looks pretty much the same but a bit more pain in the ass due to the liquify limitation of gimp ?

    I wonder how you get your skin rendering in your demo though, it looks so nice !!
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  • Ben Dansie 5 months ago
    François - Cheers! I do like projection painting a lot. I'm still trying to figure out the best way (personally) to use it in a workflow. I'm also trying to figure out some 'base' skin textures and brushes that are tileable.

    This way I can use projection more for the specific details like the lips, eyes, nose, ears and then paint the rest, rather than doing many projections for under the chin, behind the ear and all the rest. Much more a hybrid "best of both worlds" approach.
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