PDA

View Full Version : Texturing advice need for first UV map project


Lad2050
08-16-2011, 02:06 AM
Hello everyone,
Please forgive me if this sounds like a really noob question, but ive spent the last couple hours reading about UV's and watching UV tuts on Youtube and im still a little lost on this one. and if anyone can help me fill in the fuzzy areas that would be great. I am currently working on a logo that I am going to render in Vray. However I was wondering what would be the best way to go about it. I would like to be able to control my shader/texture in a way I can deteremine where the hot metal shows through on the logo along with where the scratched metal parts show up. Would a UV layout be the best thing for this? Below is some screen shots of my mesh along with a current problem I am having. When I built the model I modeled the top half of the "S" then dulicated it and rotated it then merged the verts together to make the complete "S" however when I add a shader to it you can see a hard line where the the merge to place. Is there a way to fix this? Thanks for all your help in advance :) Top image is the problem I am having see the "red arrow" Second image is my mesh and third image is a mock up of what the final image should look like and give you a idea of the shader and texture I am going for in the end.


http://img801.imageshack.us/img801/9439/textureprob.jpghttp://img705.imageshack.us/img705/1483/tqbottomview.jpghttp://img560.imageshack.us/img560/4885/logotrans.jpg

Libor
08-30-2011, 04:16 PM
well I think your problem is that you mirrored (duplicated) the mesh but not mirrored back and sew uvs (using UV texture editor) so you have got no continuity in your uv set (two mirrored and separated uv shells)

...try to select one uv vert in UVeditor and convert to Shell selection...you will have just half of your model selected...so you must rotate the halves so they match and use "move and stich" uv function..on edges (still in uv editor)

There is function in uv editor to display shells in full shaded color regions - all should be blue colored not red - those are reversed in direction (ie when texture rendered on the model looks reversed).

Hope its helpful...

L.

CGTalk Moderation
08-30-2011, 04:16 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.