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View Full Version : Fixing a texture to a model


Elliotjnewman
03-24-2003, 04:39 PM
I have a model of a face and have applied a planar map to the mouth area. I haave created a blend shape and when I drag the sliders to the mouth open position the planar map doesnt move with it. How can I 'fix' the map into place so that it doesnt move when the mesh is deformed?

Thanks, ell.

svenip
03-24-2003, 05:20 PM
convert to filetexture. this will bring down youre texture to UV Spave which will always deform with the surface.

you'll find this in the edit menu of the hypershade

bambam
03-24-2003, 07:36 PM
point of interest:
if for what ever reason you can't bake down to uv space
check out "create texture reference object"

Elliotjnewman
03-24-2003, 07:52 PM
Well I have quickly tried what svenip has suggested and couldnt seem to get that to work. Do I have to select a particular material node for that to work??? where is the 'create texture reference object' located?

bambam
03-25-2003, 06:45 AM
http://www.a3d.pwp.blueyonder.co.uk/maya/camera_projection.html

check this out

GrafOrlok
03-25-2003, 08:14 AM
Just to clearify things (for those of you who don't know).:lightbulb
There are two ways of projecting textures in Maya. One is to project UVs onto polygons. This is more like just arranging the UVs in order to be able to further modify and adjust the UV placements. If you use this method the projection will not float around.

Since you can't adjust UVs on NURBS there is a projection node as a utility and you get this by assigning a texture in in the hypershade with the projection option checked. This projection node works more like a real life projector and it "shines" the texture onto the surface. Of course it also works fine on Poly's regardless of UV's.
Best way to get this to follow your deformations is to create a texture reference (render menu: texturing/create texture reference). This creates a templated copy of the original mesh which transfers the location of the texture back to the original mesh. You can also convert the texture to a file texture, but you need good UV coordinates if you intend to do this for polygons. This option is more intended for NURBS, but works fine with polys too. As long as you do your UV's...
:beer:

Elliotjnewman
03-26-2003, 06:55 PM
Well I have created a texture reference object from the render menu and it still does not deform the texture with the geometry. The texture is part of a layered texture - is that why its not working? I have also tried the 'convert to file texture' but I keep getting error messages saying I am not selecting the correct surface. What do I select to convert to a file texture? And any ideas why my texture reference isnt working??

thanks, ell.

GrafOrlok
03-26-2003, 07:02 PM
Sounds like it's the layered shader to me. Try assigning each texture separately and convert it to filetexture. Hm... I'm not sure though, I usually don't do it that way. I try solving as much as possible in photoshop instead...

Elliotjnewman
03-26-2003, 08:24 PM
Thanks Graf, but I actually made a proper school boy mistake! I deformed the original and not the texyure reference! Silly me! - Sorted now - thanks for the input!

Ell.

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