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Conscars
01-04-2007, 04:44 PM
Hey, I'm Connor and I just joined these forums today and I have a question for you guys. I have a repeating honeycomb hexagon pattern that I want to apply to a sphere, but make it so the pattern doesn't taper towards the top of the sphere. I'm trying to get a Buckminster Fuller sphere of tesselating hexagons basicly, like what was shown in the Halo 3 commercial (http://halo.wikia.com/images/7/78/Halo_Sheild.jpg). As of now, the repeating pattern is unmodified and UV mapped with 3dsMax's sphere map. I would need to have less hexagons near the top and bottom of the texture. for it to stay the same size as it goes up. I'm about to get started changing each row as it goes up, but just wondered if there's a better or faster way to do something like this. I don't know much about shaders, I just need a texture for any sphere model that I can UV.

Thanks for any help or advice you guys can give me!

Xoliul
01-04-2007, 11:54 PM
I'd make it easier and just create a 3D Buckminster Fuller sphere instead of a regular sphere, I think you can work something out with face mapping then.

soulburn3d
01-05-2007, 04:24 PM
Try this trick.

- Create a Geosphere in max.
- Set it to Icosa (the default).
- Collapse to an editable poly.
- select all the edges
- Hit chamfer and drag until the chamfers are really big, and the result almost looks like a honeycomb.
- Select all the vertexes in the sphere
- choose weld, and change the weld threshold until all the close vertexes weld together and you get a pure honeycomb pattern.

For some reason the results aren't perfectly straight, but it may be close enough for your purpose.

- Neil

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01-05-2007, 04:24 PM
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