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View Full Version : Nurb texturing a Bottle in Maya


stzaske
10-06-2002, 10:07 AM
I feel pretty confident when I have UV's to mess with, but these NURBS are driving me crazy.

I've built a simple bottle model, including it's inner surface. Now I trying to figure out how to split up the bottle to apply different textures to different areas of the bottle.

If I apply a reference texture to my bottle, it's obvious I have 2 problems. One, the surface area on the inside of my bottle is taking up HALF of my texture space. That's a big waste. Two, my bottles parameterization is all screwed up.

So in my attempt to fix the parameterization, I tried changing several things:

The book "Inspired 3D Modeling & Texturing Mapping (pg 140)" said parameterization could be fixed by making sure the "Fix Texture Warp" toggle is selected. But this did NOTHING for me.

I CAN fix the problem by using a cylindrical projection, but then this causes the bottom and top area of my bottle to have no texture space.

Can someone clue me in, as to how they would texture map a NURB bottle?

The only thing I've come up with is to split my nurb model into separate sections. I guess you'd call this changing my model into a NURB patch model. Is this a correct work flow, or is there some other way (again in Maya) to apply multiple textures to different areas of a NURB model?

Thanks for any help,

-=STZ=-
www.zaske.com

Stonepilot
10-07-2002, 07:00 AM
There's two ways that I can think of. I don't know how long you've been using maya so I'll describe as best I can.
1. Apply a ramp to the bottle under the color channel on the shader. In the Ramp Attridbute Editor set the type to either U or V ramp. Just so you get the color running the right way or what ever way you want. Now move the sliders up and down and figure out where you're going to place your label etc.... After you decided where you want your placement of the sliders. Now map the color swatch of the slicer right under the ramp.
2.The second way would be detaching the surfaces of where you want the diff. textures to start and and once you've got the bottle into seperate pieces aplplying diff. shaders to each piece and than applying your file textrues to the shaders. Like I said I don't know how long you've been using maya so if you need any more info or question just post your question.
Hope it helps and that I wan't being to basic for you.

stzaske
10-07-2002, 07:34 AM
Ahhh, I see your idea. NICE. The ramp I take it has NO mixing...so the Ramp just cuts the bottle in half whereever I place the color change...then I just assign shaders to the two different colors of my ramp. I'll try it, and see if it works for me, but it DOES sound like a neat trick.

THANKS!

-=STZ=-

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