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2D Compositing and Texturing : 2D Textures : Ok. What's up with the unwrap process!
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shoni88
Advanced Poster
116 Posts
Ok. What's up with the unwrap process!
Posted 09-Feb-2008 9:18 AM
Modified by shoni88 On 09-Feb-2008  9:20 AM

Regardless of how many times i read tutuorials, regardless of how
accurate my uvmap is to the texture applied to i, the texture shows on
the model and is disorted and somewhat stretched. Iv'e read numerous
threads and none seem to provide a clear answer to this common
problem.Currently, after some troubleshooting, i feel it has something
to do with the way you capture the uvm in the edit windw for graphic
imaging. But the map applied to te texture looks ok, therefore it
should appear as it is. So whassup with the unwrap?

Btw, what does 'set render width and height change in the edit window.........because it cant be rendered anyways!



Thanks a lot guys.
frendovalya
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426 Posts
2 Products
RE: Ok. What's up with the unwrap process!
Posted 10-Feb-2008 10:48 PM

I probably can't help you, but this is in the 2D Texture section, which may be the wrong forum.

Gmax? I had this problem as well. You have to manipulate the texture within the texture editor to fit properly. At least that is how I handled it for architectural structures, because the geometry was fairly easy to calculate. Organics could be more difficult. I am told that Blender is for making those textures wrappable. I don't really know much about it.

I believe Blender has to do with custom textures, created so they wrap around the model with geometric accuracy. I have no clue and am only guessing with 'Blender'. Never got past the huge learning curve for it, so it just sits on my HD doing nothing.

I have Gmax open right now and have an image coming.......

frendovalya
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426 Posts
2 Products
RE: Ok. What's up with the unwrap process!
Posted 10-Feb-2008 10:52 PM
Modified by frendovalya On 10-Feb-2008  11:00 PM

I was able to turn, twist, shrink, skew, stretch or do lots of things with the texture. it can be positioned, moved left to right, up down, centered. If I wanted it to wrap around a dinosaurs sinewed body shape, I would probably need a third application like blender or X frog, but then again, I haven't delved into it that far.


If I click on the tiling box and change the 1.0 to 2.0 the brick texture will repeat tile 100% smaller, or twice as often and the bricks would get smaller.

frendovalya
Advanced Poster
426 Posts
2 Products
RE: Ok. What's up with the unwrap process!
Posted 10-Feb-2008 11:37 PM
Modified by frendovalya On 10-Feb-2008  11:42 PM

This shows how the texture does not match on differing size objects. So, we apply the texture to each cube individually and manipulate them seperately from one another.





 

frendovalya
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426 Posts
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RE: Ok. What's up with the unwrap process!
Posted 10-Feb-2008 11:46 PM
Modified by frendovalya On 10-Feb-2008  11:52 PM

This is the result after calculating the size of the cube against the size of the texture. With just a guess and some eyeballing, the closest setting was 0.8

Again, this isn't really answering your question, but it gave me chance to test my bricks some more. I kind of like their appearance on Gmax models. Especially on SimCity4 renders.

shoni88
Advanced Poster
116 Posts
RE: Ok. What's up with the unwrap process!
Posted 13-Feb-2008 3:46 AM

Thanks a lot for your help dude, much appreciated! : - )
I'll give this a try. I know blender is a very tedious program, but it's uv mapping is relatively good.
frendovalya
Advanced Poster
426 Posts
2 Products
RE: Ok. What's up with the unwrap process!
Posted 16-Feb-2008 11:23 PM

You're welcome.

Since this post, been delving into it more. I can skew my textures on purpose by manipulating the models angle against the lighting. Also tried different lighting and positions, but the textures seem to bulge outward or inward, no matter what. Sometimes for no apparent reason when applied, they are jagged in different directions. Even on a flat plane.

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