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phobos
03-06-2003, 08:44 PM
Theres a problem in the texture in the nose and on the neck on the right where the texture is "concentrated" there. Is there a way to get around this problem?

http://users.otenet.gr/~jim08088/UVWproblem.jpg

medula
03-06-2003, 08:54 PM
Well .. .

If you use SLA shaders you wont get any streching.

--

If you are texturing (using an image), I'll have to know more . . .

What kind of a projection are you using?

Can you put up a wire frame? Do you have BodyPaint? What version of Cinema 4D are you using?

phobos
03-06-2003, 09:05 PM
I made a cylindrical projection and then I generated the UVW coordinates. I have bodypaint which I only use at this time to flatten the mesh and then use this to paint a texture to photoshop. At this time I have no time to learn bodypaint but I'm planning to do in the near future. I'm using Cinema 8.

Here's a wireframe

http://users.otenet.gr/~jim08088/14man.jpg

Per-Anders
03-06-2003, 09:08 PM
your uv's in those areas are too large, or too small compaared with the surrounding uv's (and the actual size of the poly's. try using teh bodypaint "optimal mapping" command, and setting the stretch factor a little bit lower, if you need to keep teh current texture then you can use bodypaint to refit by choosing, BakeUV form teh functions menu first before you change the map, then after changeing the map, choose Remap from teh same menu.

AdamT
03-06-2003, 09:10 PM
If you are using a 2D shader or texture you'll have to scale some of the UVs in BodyPaint. No other way around it, I'm afraid. You could use BP's optimal mapping, but that'll split things up in a way that's not conducive to texturing.

phobos
03-10-2003, 06:45 AM
Now to a simillar problem. I want to add some geometry to the neck. What will happen to the texture then?The topology will change completely (eg the eye topology of the texture will be moved on the cheek) or cinema will try to use the texture that is given to the nearest points where the geometry was added?

Per-Anders
03-10-2003, 07:15 AM
before you add points, go to bodypaint and "Bake" the uv's then once you've added stuff and put your UV's wher eyouw ant them to do go and use "Remap" in bodypaint, and it will remap the polys how you want.

Alternatively you can play around with my MaxUV pluginpack

http://www.peranders.com

uv terrace (part of teh pack) was designed exactly for this sort of work.

as another alternative make the rest of teh body a seperate mesh.

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