Source Filmmaker

Source Filmmaker

Bodygroupable tattoos with Blender
Does someone have a tutorial on how to create bodygroupable tatoos with Blender? I only found one that isn't using Blender and I can't mimic it.
I suppose I have to "copy" the relevant model part, add the tatoo/bodypaint texture and then make a bodygroup out of it, but I somehow have to "separate" it slightly from the base model, otherwise it would blend into one another. I am not sure if I just can change the position slightly without it looking weird in SFM.

I do NOT want to edit the base texture or use $detail, as I want to be able to use material overrides on both seperately.

I know this is possible I just can't find useful ressources for this. >.<
Last edited by Viele Bäume sind ein Wald; Jun 7, 2018 @ 2:47am
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Showing 1-4 of 4 comments
Zappy Jun 7, 2018 @ 5:46am 
Depending on what you want, may it not be possible to make the whole arm of the base model a bodygroup, so you have an arm-less base model, and then a bodygroup with an option for the arms with tattoos and a different option for the arms without tattoos? (Again, with the arm mesh present in both bodygroup options, just with different materials/UV mappings from each other.)
Nah, I thought of creating a separate mesh + material that I'd bodygroup, but I can't figure out how to make it look like it is ON the moddel and not slightly hovering above it and how I would make it look like it is actually "wraped" around it.
Last edited by Viele Bäume sind ein Wald; Jun 7, 2018 @ 9:32am
Zappy Jun 7, 2018 @ 10:18am 
Originally posted by Bäume:
Nah, I thought of creating a separate mesh + material that I'd bodygroup, but I can't figure out how to make it look like it is ON the moddel and not slightly hovering above it and how I would make it look like it is actually "wraped" around it.
As I'm not sure you understood what I meant, I repeat:

I would suggest making the entire arm a bodygroup, so that you can freely change the material and/or UV mapping of it as a bodygroup without having to enlarge it nor worry about it clipping through the base mesh (while the arm should not be part of the base mesh).

(Again, with the base mesh not having the arm, and with the bodygroup having an option for the arm using a tattoo material and for the arm using a non-tattoo material, not with the bodygroup being "overlaid" onto the arm.)


If that is not valid or "not possible" for this model, please explain why it isn't.
Last edited by Zappy; Jun 7, 2018 @ 10:18am
R234 Jun 7, 2018 @ 4:15pm 
Depending on what you need, it might even be better to use skins instead. Either that or ignore it completely on the model level, and use override materials in SFM proper.
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Date Posted: Jun 7, 2018 @ 2:44am
Posts: 4