View Full Version : text texturing
safra 02-16-2008, 03:51 PM Hi,
I have an unwrapped sphere in 3D Max. I want to put text on it. As long as I stay in the area around the centre no problem but I also have to put text at the top of the texture which gets heavily distorted by the uvmapping. What is the best way to do this?
Thanks,
Raoul
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scrimski
02-16-2008, 04:34 PM
Proper unwrapping.
if your UV-layout is correct, you won't have any distortion.
You may try using a composite material or map with an extra UVW-Mapping(cylinder or planar) and map channel for the text.
safra
02-16-2008, 05:06 PM
Thanks Scrimpski. I used spherical for uvmap. But also with cylinder I still canīt figure out how I can keep the same texture space for each triangle. I am a newbie with, I really canīt see how you can achieve this as the outer triangles have to get stretched out in order to cover the whole object on the texture space and I have to put text in the centre but also exactly on the edges.
scrimski
02-16-2008, 06:26 PM
Time to show your UV-layout. Unless I got you completely wrong it sounds like thats the part that needs a little rework.
Look at my file.
I did it like this
created a sphere
added an EditMesh modifier and deleted three quarters of the sphere. Since the geometry is very symmetric, I can keep my work time short on this. I could have deleted more faces, but this would need more symmetry modifiers later
unwrapped the sphere, looks a bit like a peeled orange, perfectly flattened, no texture distortion
added two symmetry modifiers to recreate the original shape, untick Weld Seams(very important) in both
added another unwrap. This one I need to correct the UV layout, because all 4 parts share the same UV coordinate.
added another Edit Mesh modifier and welded the open edges.
By working that way I cut down the time needed for unwrapping down to 25% because I only did it once and cloned geometry with set UV coordinates.
That layout is far from perfect as it wastes a lot of UV space, but I hope you get the idea.
I applied the tex as I described in my post before, but you may also paint directly into a map for which you need to render out an UVW template.
safra
02-18-2008, 12:10 PM
That looks entirely different then mine, although I used a geosphere. My uvīs are layed out like a square where the edges form a sawtooth kind of pattern.being a noob with this I, at first, didnīt realize that the 4 boundaries actually represent the part where the edges are stitched together which only covers half the sphere. That means that in this specific project I can use the area where the faces are not really distorted, only some height/width stretching needed for the text.
But still, in your example, what if you would have to put text vertically on the left or right part of the uv map where the edges are detached?
scrimski
02-18-2008, 12:38 PM
My uvīs are layed out like a square where the edges form a sawtooth kind of pattern.
So were mine, but I corrected them.
only some height/width stretching needed for the text.Actually it's easier to correct the UV, maybe that's why it is the usual way to go.
But still, in your example, what if you would have to put text vertically on the left or right part of the uv map where the edges are detached?
Try out for yourself. The sphere is unwrapped, the UVlayout is there, play around with it in Photoshop and apply as a texture.
If your sphere doesn't have to be created ot of a sphere or geosphere, there is als a complete different approach which takes like 10, maybe 15 seconds to create and unwrap the geometry
Create a box, width=height=length, 5 segments on each side. Add a spherify, add an unwrap and choose unfold mapping.
Advantage: fast to setup, creates a quad-only geometry.
Disadvantage: doesn't work well if you aim for low-poly.
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