View Full Version : Texture Mapping
Gerry 09-15-2003, 12:00 PM Hi guys,
this is my texture workflow
Texture Map Cubic --> Fit to object
Set -- >Tile
and the right value for --> X Tile and Y Tile,
then --> Generated UW Map.
This is the result
http://www.bluescreenstudio.it/pic/screen1.jpg
Good for me, but for the Z axis i have a big trouble
http://www.bluescreenstudio.it/pic/det1.jpg
Well where is my mistake?
Please help..
Best
Gerri
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knight42
09-15-2003, 12:52 PM
You want flat projection, and do different textures for the sides. The X and Y tiling applies to all sides.
I might be wrong though.
J
Gerry
09-15-2003, 02:37 PM
I don't understand, a cube have 3 axis...
Why in a cubic map projection I can't set the Z value?
Knight I don' t want make a flat projection, in my scene there's a lot of wall............ :-(
Best
Gerri
DELTAadmin
09-15-2003, 03:19 PM
The problem is in the cubic mapping.
u have to make polygon selections and convert them to selection tags for texturing with flat mapping each side one by one, ore u need to tweek the uvs in the uv editor, but first make slection tags and flat mappings.
While admittedly a complete noob at C4D and textures in particular, I have encountered this problem as well. You don't necessarily need to create flat mappings for every side. If cubic is working for most of the surface, just create a selection set for the problem area and give it its own special flat mapping to bring it in line with the rest. Still a hassle, but a bit more workable than redoing it all.
Gerry
09-15-2003, 03:47 PM
Well I understood,
no way for cubic projection. :-(
A lot of job for me now.
Thank you
Best
Gerri
knight42
09-15-2003, 04:33 PM
Not really alot of work, like Iggy said, just put in a couple more Flat projection tags for the problem sides. Unless you are animating and see the whole wall from all sides you're unlikely to need more than three or four.
You could also build the wall out of smaller blocks, like lego, and use instances, possibly with a noise channel somewhere to make each look a bit different.
J
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