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beginner texture mapping question

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  • beginner texture mapping question

    Hey, though I've been modeling in Rhino for a while now, I'm just starting to apply textures (always done all that work in PS afterwards) and I've got a couple questions. First considering the shape of the building (changes in roof plane, etc.), and the material I'm using (a simple metal cladding pattern on both the roofs and facades) what texture mapping method would be the most efficient? I think I'm probably using an inefficient method right now by breaking up the roof into separate planar mappings so that I can control the size and orientation of the cladding tile. Is there a way to map the whole thing at once? Would really appreciate a word of advice or a link to a tutorial if you know of one.

    While I'm here, what would the most efficient method be for meshing the scene before I render it. I'm already running out of memory doing test renders (all the trees, I imagine). I have Micha's toolbar and have used his export mesh and render button and it has worked, though I noticed that the materials needed to be reassigned.

    Lots of questions, but thanks for any help.


  • #2
    Re: beginner texture mapping question

    Did you enable at the mesh options "simple planes"? If yes, than the buildings should be not the problem for the polycount. Like you wrote the trees could be the problem - what's the polycount of a tree?

    For low poly trees you could try the software Vue or the tree collection from VBvisual (all textures must be converted from tga to png). Or you use flat billboard trees. At Got3d.com you can find an other kind of tree - an enhanced billboard tree. You could try the download example.

    Easy texturing the roof - I have no idea. I tried to use a single loft, but it dosn't work:

    I would ask at the Rhino forum for a way to get an equal density of the UV during straight lofting. Or is it a problem that texture follow the profil edges? Interesting problem.
    www.simulacrum.de - visualization for designer and architects

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    • #3
      Re: beginner texture mapping question

      Well, your in luck that the roof is just flat, not extremely curvy. Its not going to be pretty, but I would just explode the roof and map each roof surface individually. I think that's going to be the only way that you'll get the kind of results your looking for. After you've mapped each surface individually, group them together (don't join the surfaces back together).
      Damien Alomar<br />Generally Cool Dude

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      • #4
        Re: beginner texture mapping question

        Yea, exploding the roof and mapping each one is the way I was doing it; seemed like the only way I could control the density of the UV and have it follow the profile edges. Was just hoping there was a simpler alternative.

        As to the polys, I don't believe the building and surrounding context will be an issue. The trees however could very well be...(complex ones go up to 100000 polys), and since I've never tried rendering anything that complex, I don't know if its reasonable or completely ridiculous. Is there a way I can reduce the number of the polys in each tree? Also I have all the trees inserted as a linked block. Would it be better or worse if they were saved in the actual file? I'm kind of hooked on the idea of using them, though all of the surrounding context, trees included, will only be rendered white. The building is the only object to have more complex materials assigned to it.

        Lastly, Micha when I use your 'extract rendermesh and lights and open in new document' button, as I stated in the first post, the objects lose their associations with their respective materials. Is there something I'm missing? It also happens to open not only a new document, but a new rhino as well.

        Thanks for the help guys. Its very much appreciated.

        -Peter

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        • #5
          Re: beginner texture mapping question

          My scenes contain approx. 2.000.000 ... 4.000.000 polygons often, but I use XP64. I think, 3.000.000 could be possible at a 32bit OS.
          I don't like trees with 100.000 polygons, the vbvisual trees used max. 8.000 only?

          Maybe your trees contain triangles that can be merged to quad - try the command QuadrangulateMesh.

          I don't know why the mesh-export-trick dosn't work. But the button "open new document during Vray load the scene" should work too. The result is approx. the same.

          You can't assign a material to a block, the block is rendered white. If I use blocks, than I use the "linked" block type too. If you open the linked block file and assign the material there, than it works, the block is loaded with material.
          www.simulacrum.de - visualization for designer and architects

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          • #6
            Re: beginner texture mapping question

            Thanks again for the advice. I'll be trying a few of your suggestions.

            -p

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