Character rigging / texturing issue

Hi everyone,

After finishing the introduction to character modeling course here I dedided to give it a shot myself. It's coming along nicely, however I've run into some problems while trying to rig and pose my model.


In the concept art this character is wearing a kind of thick looking hoodie / jacket, and so sometime during sculpting I added a solidy modifier. Problem is I also decided to apply it for some reason (yeah I know, don't ask me what I was thinking). 

Now that I want to start rigging, it causes this lovely mess to happen: https://i.imgur.com/MrsxA5G.jpg

I then tried using a backup of my mesh which still has the solidify modifier in the modifier stack, and it does indeed seem to behave a lot better: https://i.imgur.com/9bqpojj.jpg

So, I went back to my sculpted hoodie, removed everything but the front faces, added the solidify modifier again (but didn't apply it this time haha), did some cleanup, and it seemed to work! However, this is where issue number 2 starts...


See, while texturing I added this fleece material to the inside of the hoodie: https://i.imgur.com/K0VmEz6.jpg

however, now that my new mesh is really only 1 face thick, the fleece will also show up at the back of the hoodie, like so: https://i.imgur.com/vfFBHlP.jpg    https://i.imgur.com/h41bf8B.jpg

And that's where I'm at now. I can either have a posable model with incomplete textures, or have a complete mess that's textured properly :p. 

I would need to somehow add a different texture to the fronts and backs of these faces, which I don't know is even possible.

The only other solution I can think of, since I'm just going for a static pose, would be to rig and pose the character, apply the solidy modifier, and then re-texture the whole thing now that I have 2 layers of faces to work with, but I'm not sure that's ideal either.


Any ideas?

  • Tomas Plasil(tomasplasil) replied

    Hey...you can do it by increasing the Material Index Offset to 1. That way you will have a separate material for the inside of the hoodie. You just add a another material to the object and it will pick the second one on the list for the inside.

    However the inside and outside of the hoodie will share the same uv space, so if you want to for example bake the shaders into pbr textures to put it in unity, you would need two sets of textures and two materials inside of unity, which is not very efficient...

    I guess the proper way to do it would be applying the modifier, unwraping and fixing the problems during rigging, but I dont know much about that so I cant help you there :D

  • Paul Rikkers(paulrikkers) replied

    Hey, that seemed to do the trick! It's not 100% what I wanted since now there's quite a harsh transition between the 2 materials but it's certainly a lot faster than what I had in mind.

    Thanks!