View Full Version : Basic texturing problem - need help
honda 06-13-2002, 06:56 PM Hi,
I tried to texture a tree for the current challenge but I always run into the same error. The branches of my trees are not textured properly.
This is the result:
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honda
06-13-2002, 06:57 PM
The wireframe, no breaks are visible. It is one poly, without cuts.
honda
06-13-2002, 06:58 PM
... and the rendered pic ...
honda
06-13-2002, 06:59 PM
... and the settings ...
you can download the model at
http://homepage.mac.com/hoffmann0815/FileSharing2.html
... just if you want to try for yourself.
honda
06-13-2002, 07:03 PM
Why is there a cut in the texture where the branch leaves the main tree? I tried different settings for the texture like sphere, cylinder, or frontal mapping. It works and looks good, without the cut in the texture. But the appearance is not the one I am looking for. If I go to UV-Mapping, I get the cut in the texture. Why:shrug:
l_farley13_l
06-13-2002, 08:24 PM
I'm guessing it's the way you created the model, UV's are created in order of the polygons, so the cylinder (or whatever you started w/ had them going from bottom to top, then when you extruded, new UV were added in the middle. So the porjection goes bottom to top and back to middle.
The best way (takes a while) around this would be to unwrap your model, down a fairly simple seem using disconnect to unweld the verticies, and the magnet + Flatten plygons to make a flat version you can texture w/ flat mapping and "create UV"'s then use the tags on the original model.
Or if you have Bodypaint you might try using cylindrical mapping and moving the UV's around.
Finally (and most easy) you could use 2 cylindrical projections one restricted to the trunk, the other with an alpha as it nears the trunk to blend the seam, and oriented around the branch.
see you,
Farley13
if you don't have bodypaint yhou can use this http://www.uvmapper.com
it may also help you understand UVMapping better.
I'd actually go with spacial mapping for your model. It's difficult to predict, but it tends to work the best.
honda try cubic mapping and also increase your bump map,see if it makes any difference :)
I will download your model as well :)
Stu.
Sorry I didnt realize it was 2.3m....I have a 56k modem.
Something else I also do is make patches using set selection for problem areas,try that as well :)
Stu.
Ok I downloaded the files anyways :)
There were a number of things that were going to trip you up from the beginning honda.
1 - Your material specular settings were far to wide,the width you had would be wider then shiny metal.Bring it in to about half way.
2 - Your tree texure was photographed straight off a tree and was not altered in Photoshop etc so you had dark edges which is not a good start,and when desat for bump will cause many problems you dont want.When you make a texture or photograph one remember to try and make your texture flat with even lighting,let C4D work out the mapping of where to light and shade.
3 - Your model branch is not round so for C4D to map satisfactorily would be difficult because you are going from a cylinder to a squarish shape.If you can make your branch more rounded then flat/square your map will sit much better.
4 - Your bump was set to 500,try 300 or lower.The reason you needed 500 was because of the broad white area on the front of your color map which was translated to your bump giving not much depth in that area.
It would be possible to fix these things by unwrapping the texture,but it might be easier to just round the branch,but I will leave that one for you :)
Here are the maps with some quick tweaks...sorry optimized at low to get under the 50k limit :)
Hope it helps.
Stu.
Heres a more rounded example I made.I used cylindrical mapping and made selection tag for the branch and used cubic.....it looks far from perfect but I think its a bit better.
Stu.
honda
06-15-2002, 11:11 PM
Thanks Gentlemen
l_farley13_l
Yes you are right about the start of the model. Now, as you say it, my mistake is obvious. Thanks.
Grey
Recently I got UVmapper. But I am still struggling with it.
kiwi
I wil try different textures for the branch and the trunk and try out your tips. Thanks. I havenīt thought about it before. This is my first texture experience. Sighh. But I will not change my model! I should be able to get a decent texture with this model!
Regards.
UVMapper's best resources are in the Poser community, so if you don't mind "slumming" :D
The basics are this:
You can have three layers of selction: Object, Material and Regions. They can overlap. Object and Material groups are used by Cinema on import, regions are not (but other Paint/UV programs do use them).
to select by any of these types of groups
EDIT, SELECT By Group
Edit Select by Material
Edit Select By Region
Then there's assign
Edit Assignto Region
etc...
To UVMap anything you can select nothing and uvmap the whole model:
edit NEWUVmap... planar, box, cylindrical, cylindrical cap, sphyrical.
You can assign new UVMapping to a specific part of the model by selecting using the tools above, or using the pointer as a selection tool.
good luck.
LucentDreams
06-16-2002, 06:26 AM
why not apply the same texture twice, as cylindrical, one restricted to the branch, one to the trunk, and then make another texture with some ripppling bumb and an alpha where both edges fall off, and restrict this too the seam. this will help to also creat that bumpy ring where the branch ... branches out.
Hope that made sense, if not just say so and I'll try to explain but don't really have time to make an example.
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