That's why the Channel Info Utility is so great. Lets you use the bend method without altering the mesh at all.
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bending MAX textures?
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Shimikaze, this technique is nice. but not exact right? im my example if have made a texture map of 242x240. this exacly matches the correct scale and such. so applying this to a plane object would be exact.
any idea how to get exact measure using channel info ?My Homepage : http://www.pixelstudio.nl
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User Ray Server pointed me, that after applying the bend modifier click on 'update' in the map channel info box. Then carry on with the instructions as normal.
I haven't tested it yet, but that sounds good reason why my tests didn't work.
Gona test it later again.
-LarsSonLasse Kilpia
VFX Artist
Post Control Helsinki
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Shimakaze, could you try the following:
- Create a circle spline.
- delete lower 2 segments. apply outline on the whole spline. now you have a arc.
- Convert it into a mesh or poly.
- apply uvw.
--do you channel info thingies.
If i do this my end result is as disformed mesh, and uvw not correct...
-- edit it works better when i use a mesh instead of poly.My Homepage : http://www.pixelstudio.nl
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A couple of things... rather then converting the spline to editable poly, try adding an extrude modifier to it. Simply converting it makes it one sided, which tends to create some problems. Second, you probably won't get very good results using bend to straighten something that's already bended out. If you need to create something like that, a much easier way would be to create a plane with lots of segments and bend it 180 degrees. The UVs should be bended along with the plane and everything will be all dandy like. Just make sure you have enough segments.
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heres a commercial option also http://www.mankua.com/texlay.htm spline and or mesh mapping is funDave Buchhofer. // Vsaiwrk
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yea, the info channel technique is interesting but it does not do what I need, which is what pixelstudio is showing.
When I tested the info channel swapping of mesh and uv channels, I get the original plane (mesh) coorectly, but the map is simply a counter-deformation to compensate for the bend. I get a simmetric "funnel" like distortion, but not the circular bent I need.
I knew about Texture layer, but I learned to use the least amount of plugins as possible...Besides, Text layer is an overkill.
Anyways, will keep testing....But I am afraid for now the only way is manual texture building, that is, map a plane, deform it the best you can guess, get a top camera and render with full luminance.
Of course, no much parameters to adjust curve once the map is rendered, but...
thank you
regards
gio
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Gio, post a scene.
I'll try map it for you and send it back.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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if that much accuracy is needed, you'll want to get started with unwrapping. its evil at first, but once you get the hang of it, its not so bad.
I'd suggest using Unwrap UVW, starting with a flatten mapping with .001 spacing, and moving/rotating your clusters as needed to line up sanely. Then texporter or another similar script to export out paths and then laying out your texture in photoshop.
its time consuming, but there really isn't going to be a good way to do the stuff you're looking for in that sort of layout without either major geometry rebuilding with lofts or something else with a built in map channel or painting/mapping the time consuming wayDave Buchhofer. // Vsaiwrk
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Here's a quick mockup of how you could do it. Could be done a lot more accurate but I've no time. You'll get the general idea though. Just remember that regardless of how you do it you need lots of segments for the textures to behave correctly. Having a single polygon with lots of points is a recipe for disaster.
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