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
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
