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View Full Version : UV problems: hep me!


mbaldwin
02-19-2003, 06:58 PM
I'm crawling up the walls trying to solve this one: would love to get other's insight as to what's going wrong.

I've made a simple party hat(and you are all invited!) which I've unwrapped as an endomorph for the sake of getting a good planar uv texture.
I'm following the directions for this from the Menithings tutorial: http://www.menithings.com/How/TheFreak_01_UV/Freak_UV_01.html

as well as the Jack daniels tutorial: http://jackydaniel.com/pages/Tutorial.htm

I've arrived at the end of the procedure and have a desirable uv map solution in Open GL, only to find it isn't working in an F9 render. Is there something obvious going on as to why i'm getting this strange artifacting?

Would love help. see the following picture:

Rabid pitbull
02-19-2003, 07:10 PM
looks like you may have the render mode set wrong. make sure it is realistic.

leigh
02-19-2003, 07:10 PM
Are you using a 32-bit Targa as the texture?

Dreamwave
02-19-2003, 07:13 PM
weird, sorry I can't help ya with this one but I have another suggestion: use offset for your UVmap (in photoshop)

leigh
02-19-2003, 07:18 PM
Originally posted by Dreamwave
weird, sorry I can't help ya with this one but I have another suggestion: use offset for your UVmap (in photoshop)

Why would he want to do that? :curious:

Dreamwave
02-19-2003, 07:18 PM
offset is explained in the 'Texturing for Dummies' tutorial made by some girl named Leigh van der Byl? :p :rolleyes: :wavey:

hehe look here http://leigh.cgcommunity.com/tutorials.htm it will be very usefull if you're just starting with Lightwave and texturing (just like me) it's in part two, the offset part...

rube
02-19-2003, 07:20 PM
looks like you have an alpha channel that has your wireframe on it... just disable that and it should be good.

rube

leigh
02-19-2003, 07:21 PM
Dreamwave, that is a very helpful suggestion, but unfortunately it doesn't apply to this particular example.
Offset is great for when you want to make something seamless, however, with UV maps it's a little different :)
In this instance, I would recommend using the clone tool, and some cunning ;)

Dreamwave
02-19-2003, 07:27 PM
Originally posted by Leigh
Dreamwave, that is a very helpful suggestion, but unfortunately it doesn't apply to this particular example.
Offset is great for when you want to make something seamless, however, with UV maps it's a little different :)
In this instance, I would recommend using the clone tool, and some cunning ;)

arrr damn, I'm even more n00bier than I thought :shrug:

but I meant this...

leigh
02-19-2003, 07:31 PM
Yeah I know what you meant Dreamwave, but with UV maps, it's sometimes a bit tricky because of where the polys lie within the map - it's not always a case of just wrapping edges of an image around on itself, because the polys of a UV map wouldn't always necessarily be lying right on the edge of the image ;)

mbaldwin
02-19-2003, 07:34 PM
my god Leigh, you are right!

I was checking the image was OK, but not if there was a durn alpha channel. There WAS one lurking. Thanks a lot! you just saved me. I had a nitro glycerine pill under my tougue and everything.

mbaldwin
02-19-2003, 07:37 PM
thanks also to rube. 2 right answers. both of you will be getting formal invitations to the party. heh.

leigh
02-19-2003, 07:43 PM
Originally posted by mbaldwin
both of you will be getting formal invitations to the party. heh.

Woooooooooooooooo http://smilies.networkessence.net/s/otn/party/party.gif

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