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wedge
09-05-2002, 10:36 PM
The front image works just fine, but as you can see from the pics, the side image isn't working for some reason. i also posted the hypershade network. any thoughts?

also, if i assign the side image to the FrontProjection node, it works fine.

wedge
09-05-2002, 10:37 PM
here is the shading network... front.jpg, frontbump.jpg, and frontspec.jpg are all assigned to FrontProjection node. side.jpg is assigned to SideProjection node.

sNaP
09-06-2002, 06:01 AM
Do you have multiple UV sets?

Not sure, but it almost looks as if there isn't a shader attached to the the polygons in question.

wedge
09-06-2002, 06:15 AM
yes. there are two uv sets. the part that appears as white stripes has the SideProjection texture map assigned to it. a region with no texture appears as green.

sNaP
09-06-2002, 07:06 AM
True, but I've also had my models turn to a transparent gray, kind of the way yours looks now, when a shader was deleted and the connection severed.

Just throwing it out as a possiblity.

Per-Anders
09-06-2002, 06:35 PM
can you show us the network up and downstream from the side projection node please (it's no guarantee that it's actually connected to the object)? you might have to re connect. or just start the texturing of the object process over again.... maybe maya hasn't enough memory? sometimes maya can be like that, get things in the wrong order slightly and you're buggered, gotta take a few steps back *sigh*

liquidik
09-06-2002, 06:53 PM
Well, if you have multiple UV set, so one for front proj and one for side, you had to link the new UV set to the shader. Just go to Windows>Relationship Editor>UV linking>UV centric and connect the uv set with the shader

wmaher2
09-06-2002, 09:31 PM
Wow She is coming along niceley, I remember a couple months ago I couldnt recognize her but now U can see her

wedge
09-07-2002, 03:08 AM
alright, i'm going at this in a different way.

right now i've got 1 blinn material as the skin texture. i'm going to put both front and side projections on the texture using a layered texture. then i want to assign the front texture of the layered texture to FrontMap, and side texture of the layered texture to the SideMap. Now, my front and side projection colors dont line up perfectly, so what i've done is created an opacity texture so i can fade the side into the front. using layered textures, how can i use the opacity map i've created to fade the side texture into the front texture? if this is hard to understand, just tell me. thanks!

blueweekend
09-07-2002, 12:25 PM
:rolleyes: :p

wedge
09-08-2002, 06:56 PM
sorry, "hehe" doesn't really help me... anyone know?

dmcgrath
09-08-2002, 07:07 PM
Hey man, I think if you attach the opacity of the layers to a v-ramp texture in gray scale that will probably work.

playmesumch00ns
09-09-2002, 03:35 PM
nonononono

Use two different shading groups. Do your projections, making sure that they make two different uv sets (check this by using polygon tools>texturing>set current UV set... and looking at the UV's in the UV Texture Window to make sure they look right). Then like the other guy said do Relationship editor>UV centric linking and just connect the UVs to all the channels (colour, bump and specular color/rollof/eccentricity) you need on the appropriate material. Done.

You can also just use Set Current UV set... to set the right set before you apply your shader to the polys.

The grey hatched shading is what Maya uses to display the fact that you've got no UVs for the shading group applied to the selected polygons. This could either mean that you have no UVs applied at all, or is more likely in your case, the UVs are not linked to the material.

I know its a bit late now but it might have been simpler to just do a cylindrical projection? Or do the projections into a single UV set and stitch the edges together by hand?

Maya's UV editor is a dream to use, even if it does slow up after a while. Anyone know why it does this?

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