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dettma
08-11-2003, 07:43 PM
hey guys, i've got a top/bottom material i used for a character's hand. the top of the hand is one texture, while the palm is another. it looks fine until i animate his fingers. when i move his fingers into a fist for instance, his fingernails inherit the bottom texture instead of keeping their original map from above.

i realize that the normals are changing as i animate, and when the fingernails are facing down they get the bottom material, but i thought the UVs would keep their original texture...

-this is what i'm talking about: ogre-hand (http://www.optimumpleasure.com/ogre/hand-prob.jpg)

anyway, is there any way to bake the maps on so they won't continually change as i bend his fingers? i tried 'render to texture', but either it didn't work, i'm doing something wrong, or it's not the solution...

anyway, please help if you can...

chach
08-11-2003, 07:49 PM
If you're using planar projection uvw's you could just do sub-object mapping for the initial top/bottom of the hand.

render to texture would have been my 1st suggestion. probably doesn't support top/bottom mat type. keep in mind that even though the uv's are fixed to the surface and the object is collapsed the material/map is still a top/bottom type, so, it will still behave the same.

dettma
08-12-2003, 12:20 AM
yeah, i ended up doing exactly that, just re-applied textures to the top and bottom faces, did the blending in pshop. thanks for your help.

i never realized the top/bottom material worked dynamically like that, i thought it stuck and was just a nice way to get a blend between textures. interesting though...

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