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beatoperator
01-21-2002, 08:44 AM
lets say I have a poly head. I want cylindrical mapping, and I want top of the head and bottom of the head to be planar mapped. Now the problem is that I want 'smooth' transition between planar mapped faces and cylindrical mapped faces...

I saw a project in 'digital texturing and painting' book where guy mapped a poly head like this. top (and bottom) of the head is not connected to head at all in UV texture editor! but, surface is perfectly mapped, there is no seam or anything...? there's no clear explanation in the book how did he acheived this...?
can anyone give me some clues?
thanx

p.s. sorry about bad english! :)

Darrell Croswell
01-21-2002, 03:21 PM
im not sure that i totally get what you are saying, but it sounds like the guy just did some major uv editing. this would have been possible for him if his hardware texturing was high in quality.

wmaher2
01-21-2002, 04:40 PM
YES IT IS JUST ABOUT REALINING THE UV'S IN THE TEXTURE EDITOR. CHOOSE THE DISPLAY MOPTIONS SO BOTH THE CYLINDRICAL MAP AND THE 2 PLANER MAP UV'S ARE DISPLAYED AT ONCE. AND MATCH EM UP.
ALL THIS IS OBVIOUSLY DONE WITH ONE TEXTURE FILE IMAGE.

Jhonus
01-21-2002, 05:30 PM
you can use alpha maps to blend between two textures files...

tutorial here (http://home3.swipnet.se/~w-36633/map-1.htm)

i've never actually tried it.

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