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View Full Version : Texture Problem in Maya 4, help ( student project! )


Waters
03-26-2002, 06:44 AM
Hey, thanks for reading this:
I modeled a polygon head of Edward Norton, using two pictures as reference. First I modeled one side of the head, then i duplicated it, and used the polygon>combine tool to combine the halves, then I used the edit polygon>combine vertices tool to manually combine all of the vertices that were next to each other on the inside borders of the head halves, creating one seamless mesh. I converted the polygon to a subdivision. Then I used the projection utility in hypershade to project the front view of edward norton onto my model, which resulted in a very satisfactory look. But I plan on animating the face, and I'd like to make some minor changes, so I wanted to take the texture an image map, instead of a procedural shader. So.. I used the option in hypershader to convert the shader to a 2d texture. I did this, and when I the rendered the resulting texture... the texture on one side of his head, is then mirrored onto the other side of his head, even though when I projected the image of ed norton onto the head and rendered it did no mirror. How do I get the texture so that it isn't mirrored, since i dont want each side of his face to look the same or it looks obviously synthetic??? Help please.. I went through the attributes of the sub-d and also tried every option in the convert to file texture, including turning off/on double sided. Help!

DrAdamDinosaur
03-26-2002, 07:37 AM
Hey, I think you may have to uvw unwrap the head (cylindrical mapping is good) and then take it into a painting program and use the photos to make a map (or is this what you have done already?). Also i think you can bake the texture. I'm just guessing here.

Waters
03-26-2002, 08:28 AM
ya, basically what i did was bake the prjection onto the head... but there is something missing in the transition, because i am only getting half of the head when it takes the shader to a texture, and then maya is taking that half a head of texture and applying it to both sides of the head... i can for the life of me figure out how to prevent this either.. i turned off wrap u, and wrap v, in the 2d texture placement node.

underdog
03-26-2002, 10:51 AM
When you duplicate a mesh it also duplicates the UV, but leaves them on top of each other. You'll need to select the faces of half the head, go to the UV texture editor and flip the UV's. Then you can weld the two halves of the UVs together. This is the first thing that comes to mind...hope it helps

Waters
03-27-2002, 02:50 AM
ok, I see what your saying about the UVs being laid one over the other, so that makes a lot of sense to me. But I am still short of a solution. When I tried to do the flip UVS in the texture editor, it wouldnt allow me because it isnt the right type of selection, in other words I have a polytosub- not a polygon. So... does anyone know how I can say.. rebuild this subDs UVs so that they do not overlap???? Help please.. this is a student project..

Waters
03-27-2002, 04:03 AM
I really just need to get the projection map of a human face, unto the human face as a 2d texture. I know there are users out there far more adept in using maya than I. If the way I am wording my problem isnt making sense, than perhaps there might be someone out there willing to download the scene file and projected face image from my ftp, play around with it in maya, and then send back a modified maya scene file with the corrections?

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