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dougie0047
06-04-2009, 05:41 PM
Hello everyone, sorry for the long post. I find it difficult to describe my problem...

I have a scene of a room that is supposed to be very distorted (think Dr. Caligari). The wall facing the camera is almost normal, but the sidewalls are angled outwards more than 90 degrees from the "normal" wall. They are also much taller in the opposite end of where they attach with the normal wall. This created a flatter room, with an exaggerated perspective. So, to my problems:

1: the wallpaper texture will of course have to be stretched much more at one end of the wall than the other. What creates the least "crappy" result; creating a stretched texture in Photoshop, or building a room with normal proportions - a normal texture, and then stretch the whole scene with, say, a wrap deformer or something?

I guess that if I build and texture everything in the proportions I want, then I will have to build more scenes to solve issues I will run into when doing shot/countershot camerawork. But I am really unsure of what maya will do to a "normal" texture when the geometry stretches significantly. Any thoughts on that?

2: I've tried to create a stretched texture in Photoshop, but I run into one problem: When I take a tilable wallpaper texture and apply various transform operations on it, I always have the entire texture stretch. In the end of the wall that attaches to the normal wall, I want the tiles to have the same hight/width ratio as the adjoining wall, but because the other end is so stretched in Y direction, the X direction seems to get squashed. Is there a solution to this?? I use Photoshop CS4 btw.

Help is appreciated.

Thanks,

Doug

DanBroughton
06-11-2009, 02:26 AM
Do the wallpaper square and use the UV editor to make the paper distorted perspective.

Hope this helps

dougie0047
06-11-2009, 11:28 AM
Thanks for your reply DanBroughton!

I'll try your suggestion out. Do you know if one can use any nonlinear deformers in Maya (don't have the program before me right now)? That would be cool, since I need to be able to stretch the textures/uv's more in one end than at the other end. But your suggestion sounds very interesting.

Thanks

Doug

DanBroughton
06-11-2009, 12:46 PM
I don't think you need to do what you are suggesting but I might have miss understood.

http://www.propmaker.co.uk/Screenshot.png

What I have done here is create a flat plain with distorted perspective and then added a simple wallpaper texture. I have planer mapped the plane and then adjusted the uveditor to make the UV's square to match the wallpaper image, this automatically distorts the texture on the model to match its perspective.

Does this make sense or help with the problem that you are having?

Cheers

dougie0047
06-13-2009, 11:06 PM
thanks again DanBroughton

sorry for the late reply. I tried your method out a little, and it seems to make some sense when the mesh is very basic. However, I have a very dense mesh, because it will be deformed (animated deformation), and the only way I've been able to adjust the UV's in Maya has been either by hand or with the UV lattice tool. This means a lot of work. I was hoping that one could use something like a nonlinear deformer like the flare deformer, but it doesn't seem like it. Or perhaps one could hook something up via the Hypershade?? Any ideas on that?

cheers

Doug

DanBroughton
06-14-2009, 05:03 PM
Any chance you could post some images or the model and I'll see if I can think of anything. It's a bit hard to work out what you need without seeing the model.

Cheers

dougie0047
06-15-2009, 10:33 PM
hello DanBroughton. Yes, I'll see if I can get around to sending you something tomorrow. Didn't have the time today.

Doug

dougie0047
06-16-2009, 09:02 PM
Ok, so here is an image that I hope illustrates a bit better what I mean. I was able to get the basic texture (the final one will be much more involved of course) to look pretty good with the warp tool, which seems to be the only way one can deform an image the way I want to (in Photoshop). But, it takes some time and fiddling that seems a bit wasteful to me. I was wondering if there is a more elegant way to do this.

Any input?

Doug

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