View Full Version : face mapping problem, making feathers
Stresspill 02-25-2002, 12:49 AM I'm trying to make feathers for a bird I'm working right now. After extruding several edges in edit mesh mode I've aplied the UVW mapping coordinates for them to get face mapping coordinates. But when I assign a multi/sub material with right material ID to match correct faces most of the feather patterns get applied in the wrong way to the faces. I mean that they are either facing wrong direction or a singel face gets two maps in it.
Is this a bug or what I'm doing wrong here. Is it possible to extrude edges in poly mode instead of the edit mesh.
All the faces are polygonal with one invisible edge, there should be only one map assigned to this face but in some cases a map gets applied to the both sides of the invisible edge in one polygon. And why the hell maps are facing in random directions.
And If someone knows any better way of making feathers for my bird I would appreciate of knowing. Feathers should be animatable via flex or something like that. So they could be swinging in the wind and after takeoff.
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Stresspill
02-25-2002, 02:29 AM
well I managed to get all maps facing to the same direction now. It was flipped normals that caused that problem. But now only way to get maps look right is to turn faceted option on in the material editor. This causes some invisible edges to get visible were they should not be. if faceted option is not turned on maps get very dark (black) on halfway.
like this
Extruded edges and faces are notorious for mapping and smoothing issues. Faceted is like below phong shading and forces a no smoothing group situation.
My sugg. - change your approach, work with face mapped quads via an explosion of a profile object, (or select by smoothing groups and delete alternate faces - even if you have to resmooth with low theshold settings) this could produce more faces quickly and with predictable mapping, then with some local rotation you just might get great results. Another way would be to clone the correctly mapped polys, or to put a new mapping icon onto the suboject poly, align to normal, fit center etc - more tedious for sure.
Hope this inspries more than confuses.
subagio
02-25-2002, 06:30 PM
There are about a billion ways to do this. For last months modelling challenge I did the bird in my image in 1/2 an hour (didn't have any time) by creating one feather (all geometry), creating a small patch, then building a whole wing out of it (square), then ffd-ing it into shape, then skinning it with bones to pose.
If I were to do it properly again, I'd do similar (with alpha maps and more attention to the scalling of the various tiers of feathers), but use a Surface deformer and a Nurbs control surface to shape it with greater precision.
If I were at home, I'd even try doing it with ShagFur instead (I have a license at home, but no licences here at work, we're a gaming house). I did an image a while ago where this worked decently, and that Blizzard crow in the (is it?) Warcraft 3 trailer does it the same way afaik.
--C
Stresspill
02-26-2002, 04:19 AM
Thanks for good tips. The problem with the black textures disappeared after I cleared all smoothing groups. I did all the body feathers by hand via extruding faces. With good opacity map and texture it should be good enough.
for the wing I think I'm gonna use geometry and planes with opacity mapping for smaller feathers. Just have to go and find some feathers and doves for the scanner :)
I was planning to render this with Brazil public alpha but it doesn't support opacity maps. bugger..
BenBarker
02-26-2002, 05:16 AM
http://www.ups.edu/biology/museum/wingphotos.html
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