Texture change when I render the image..???????


#1

[color=white]why when I setup a texture face with uvmap on the viewport looks different when I rendering the image?..its like the texture move a bit …why ? [/color]
Thanks…
Ferncastro:)


#2

Here I put a picture …to explain what I mean…Even I click on Texture Correction…it doesnt work…Someone Knows…why…??


#3

Is the texture mirrored in any way ?

Tried cloning, collapsing stack up to meshsmooth ?

Any chance of a shot of the base mesh ?

Assuming your model has an edgeloop that defines the lips (Edges) - detach the UV’s along the lips - that’ll force it to respect your UV-mapping due to the way the interpolation works.

But as it is, it looks more like a case of assymetrically stretched UV’s on the base mapping, As well as poles at the end of the lips instead of contigous quads.


#4

Adding to that, UV interpolation deviations normally (when they -do- occur) show up in the viewport as well, hrmpf


#5

Thanks for the tip…sorry, I just didnt get about the second comment…deviation normally…

Anyway,…Thanks…


#6

Adding to the suggestions already made, try re-arranging your stack - I would suggest trying to move the Mesh Smooth to below the UVW modifier.

As for the interpolation comment - what he was saying is that deviations in the UV interpolation would usually show up in the OpenGL viewport as well as in the render.


#7

Yup, exactly what I was trying to communicate - suppose 56 hours of uptime didn’t help with that :slight_smile:

Btw. Leigh, seeing as you’re nearing 10k posts - shouldn’t you be getting a new pink stripe for your little trooper ?


#8

Thanks everyone …I tried many things…move up and down meshmooth, uv map…etc…from the modifier…but it didnt work …I just done another ID on the mouth. …So I just separeted …it give me more control…on the face…Thanks Peter and everyone else…:thumbsup: .


#9

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