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Pool Coping Mapping

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  • #16
    It's good to see that I'm not completely alone here after 30 years of skateboarding and 12 years of 3D.

    My lunch break every day consists of riding at my local skateparks which gives me time to think. Yesterday went kind of like this:

    "Hmm, a loft would at least give you nice uv's (Drop into bowl and do a long frontside 5-0 grind). ...but then you wouldn't have that nice individualy modeled block look that a path modifier would allow (ride up to the spine and do a nollie to tail-revert), ...that would be too many polies though. How about a combination of a loft and either a path modifier or bend modifier for the rounded parts ( big air over the hip... and SLAM!) ...perhaps a loft and displacement modifier is in order? (limps back to work)".

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    • #17
      Hello Folks...

      Thanks for the comments...

      Here is what I found when I was doing the apparoaches you mentioned...

      PathDeform: Great texturing... no need to redefine textures... Couldnt figure out a way to do the 90 degree corner bends... seems to be "not as good as sweeps"....

      Loft: Great model outcome, but cant texture it well... need to do something with UVW mapping...

      Sweep: Great modelling, bad texturing... also has problems with mapping.... (well at least it is not something that I know how to do)

      Still working on it...

      I just wish there was a way to do the simple mapping of pathdeform but on a sweep without messing around too much with unwraps....

      Regards

      Leo
      www.rnrassociates.com

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      • #18
        for the loft did you use the "uvw mapping" check box?

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #19
          Why not use the best of both worlds. Use pathdeform for the most part. and wthen when you need a 90deg corner use what ever works well with that and then just line up the mesh. Texturing a 90deg corner is easy just use to mappings one for each side of the corner.

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          • #20
            Well,

            Heres what I found... the best solution so far for the best coping and mapping quality was achieved with LOFT.

            If you loft the shape WITHOUT mapping it, you will get what you want.

            I realized after da_elfs post that once I get rid of the UVW mapping it automaticaly re-adjusts the texture to what I wanted.

            Case solved.... (for me)

            Thank guys so much for the help...

            Leo
            www.rnrassociates.com

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