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pete
01-03-2003, 04:54 AM
I've been having this wierd problem creating decals with max.

I select the faces that I want to apply another mapping channel to then pply a UVW Map to those faces, but I get these weird messy edges for some reason?

It's wierd though because it seems to happen just outside the selected area and I thought that would not be affected?

jarch
01-03-2003, 06:14 AM
This probably isn't the answer you are seeking but...
When I need to place an image on the surface I usually create a map (usually 800px800p) with the desired background color and the graphic centered. I just create a new standard material with this map then adjust UVW (spherical in this case).

http://jarch.freeyellow.com/3ball.jpg


If I want the background transparent, I just make it black (for the transparency)

j

spacefrog
01-03-2003, 07:31 AM
there is no need to select the faces, to give them the mapping, just adjust your (planar-)mapping gizmo to the area that should be mapped, turn OFF the tile options in your texture-rollout, and be sure to provide a alphachannel with the texture, so that the texture can be composited onto any color/texture you want.
If you still see a dark border in your rendered output, try to set the uv-tiling in your materialed's texturerollout to 0.99 on u&v.

i think the garbage you see on the unselected faces, when you select specific faces and apply a specific mappingchannel to them, comes from the fact that the unselected faces contain garbage mapping information for that specific channel.

;-) spacefrog

KiboOst
01-03-2003, 09:37 AM
Make your map with alpha channel and use unwrap.

Kib

Beroc-LOD
01-03-2003, 08:08 PM
Another method is to take an alpha'ed image of your decal, and place it on a second map. that map is mapped how you want it, and tell the material to use a opacity map of the alpha to clip it out. That way, you can have a complex map on your initial mesh.

Proceduralizing this method works very well by creating a Blend material, using the alpha as a mask. Then simply create the materials you need, and map the whole thing like you wish.

The first can be used if special mapping has to be used under the decal, the second is good if no special mapping exists.

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