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joefitzm
10-17-2003, 03:55 PM
i have a tire i am mapping a texture onto for a motorcycle. i am using a very clean black and white jpg for the tread in the bump channel. i don't have bodypaint - nor do i understand anything about UVW coordinates, etc. :(

the best i can achieve is using cylindrical mapping for the tire - yet near the edges ass you can see the tred gets very rough and weird. i am assuming it's because the cylindar is projecting a flat texture into a curved surface.

any suggestions?

thanks!

joe

joefitzm
10-17-2003, 04:01 PM
attached is a pic of the mapping setup

acmepixel
10-17-2003, 04:16 PM
Originally posted by joefitzm

the best i can achieve is using cylindrical mapping for the tire - yet near the edges ass you can see the tred gets very rough and weird. i am assuming it's because the cylindar is projecting a flat texture into a curved surface.

joe

Hi Joe, your mapping is fine. And yes there is a bit of distortion involved, but not serious. Just make sure that the mesh is subdivided enough to for the amount of pixels in the map. Also, I like to add a bit of displacement with the bump so the edges of the tire will look more believable. Just copy the bump map and paste it in the displacment channel.

Depending on the distance to the camera, you will have to subdivide the mesh more (for closeups) or less. for extreme closeups or for a hi-rez still, your mesh will have to have almost as many polygons as pixels in the bump map.

Another factor to remember is that a bump map will need full antialiasing in the render settings, geometry-only won't do.

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