View Full Version : textures/hypernurb-problem
CosmicBear 04-30-2003, 12:44 PM i don't know how to avoid this. everytime i turn on the hypernurb, my texture gets deformed.
i used bodypaint (at work) to move the polygones to where i want them to be. but as i don't have it at home, is there a way to avoid the texture to be moved when i turn on the HN? texture fix doesn't seem to work...
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CosmicBear
04-30-2003, 12:45 PM
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hmmdonuts
04-30-2003, 01:11 PM
This is because the Hypernurb is adding additional polygons (that you can't see) to your mesh to smooth it out when you turn it on. There are various ways to fix this - either add extra polys to the top and bottom of your object to 'draw' those main polys towards the edge or more simply, apply the texture to the Hypernurb itself rather than the control cage. Or make the Hypernurb object editable which will allow you to access the individual polys.
cheers
hmmdonuts
DELTAadmin
04-30-2003, 01:21 PM
Uncertain whether your object has a correct UV map
If not do it:
Hypernurbs inactivated
Try cyllyndrical mapping, fit it to your object.
Add a stick texture tag.
After doing it u may do whtaever u wish to your object, even deform it, the texture will not slip.
CosmicBear
04-30-2003, 03:56 PM
thanks! making the HN editable worked! :)
the cylindrical mapping was the problem in the first place. the texture is based on the real thing, wich means, it's not square but follows the form of bucket. the text (on the final texture) follows the shape of the circle-part in order to apear in one line on the bucket.
The UV map is gonna be correct, its simply what the HN does to the polys and the UV that give everyone fits.
personally I like the effect sometimes.
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