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Dreamwave
04-26-2003, 03:45 PM
ok, I'm working on an oddworld like airship, I did an earlier try which I wasn't totally happy with so I remade it...

with the old, it was easy making the UVmap with setUV (if this is particular Lightwave, and admin can move this thread:wise: )

this is the old, with the UVmap
http://members.chello.nl/t.oudeblenke/old.jpg

the new one, has some more complex geometry, so I can't use setUV(or...I don't know how to ;)) I worry about the redmarked pieces
http://members.chello.nl/t.oudeblenke/new.jpg

please give me suggestions about texturing this
:wip:

leigh
04-28-2003, 01:32 AM
Why are you using SetUV? You have some problems there that you need to fix by unwelding your points and moving them into place.
That pinching that occurs on either end of the balloon are an annoyance that happens when using cylindrical mapping on a shape like this - perhaps in this instance you should use planar projections instead :)

JA-forreal
04-28-2003, 04:04 AM
I loved how the menithings uv morph mapping tutorial simplified complex uv mapping. Go here-

http://www.menithings.com/main.php?action=how&how_id=7&manual=1

Yes our 3d apps have some interesting features for uv mapping that let the computer try to setup the uv map areas. But the best answers "seam" hehe to always come from a more manual controlled uv mapping approach. Like Leigh said, maybe you should use planar projections and "map from a window". I hardly ever use the box/ sphere/cylindrical mapping options for my uv's. If I did I would more likely end up with a mess that would lead to stretching and headaches.

Easy does it all the time. Forreal.

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