View Full Version : Complex Texture mapping
lildragon 12-20-2001, 09:53 AM Hey guys, I have a question regarding vry complex mapping. I have a set of goggles made and I'm stumped on where to go in regards of mapping, is there any better method than texporter? as I always manage to end up with seams :-\, I also have to map a jacket in the same fashion, any help would be awesome....
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Chewey
12-20-2001, 01:00 PM
Have you tried just a conventional uv mapping approach? I'm no ace when it comes to using max with other more handy plugins but when I do have to use max for organics I end up just taking the time to create good uv mappings and go from there into photoshop. Time consuming indeed but learning how to get the uv maps done right is a skill worth spending the time on.
Getting back to your rabbit fur, in Lightwave getting the uv maps correct allows for their use in Sasquatch to get many, many parameters controlled for a very satisfying end result.
Independent control of fur color, combing, length,
density, matting, clump.etc. etc. etc.
lildragon
12-20-2001, 02:42 PM
yup I realized that plugs don't do it for me, and I would rather not have my model exported to a 3D paint app and back again.... I gave it a go, it's not the best but I'll keep at it, conventional mapping is truly a worthy skill to learn
http://www.eyecandystudios.net/renders/goggles_textured.jpg
http://www.eyecandystudios.net/renders/goggles_textured2.jpg
not great but not entirely bad I don't think
Chris Olsen
12-24-2001, 01:39 PM
For something like that I would think that procedural mapping would be your best bet. Simply apply various procedurals using a Multi-SubObject type of mapping. I guess I always thought that unless you need some detail which would prove to be difficult without doing up a map in photoshop, that it is wise to use procedurals. I probably think this way because I hate seeing UVW mapping stretch marks and because I really suck in photoshop :(. BTW that is a pretty neat looking model, did you use poly modelling for that? Cheers :)
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