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Spaddlewit Member
Joined: 24 Aug 2009 Posts: 244 Location: Florida, United States
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Posted: Tue May 22, 2012 12:42 pm Post subject: UV Map on a Curve? |
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Does anyone have any tips on how I could UV map the grey texture seen here to 'curve' with the surface? I'm stumped...
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Tue May 22, 2012 8:05 pm Post subject: |
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The only way I've been able to do it is face by face. There may be better advice here tho as others have mastered the uv interface better than I. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Wed May 23, 2012 8:05 am Post subject: |
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Method One: You can move vertices in the UV map to stretch the top sections of the map, to fit a curve. Note: There is a bug in the routine, whereby the last selected vertice in the UV map, will remain 'attached' to your cursor and move it when you are doing other functions in DeleD. To overcome this, always press escape twice in the UV map, then save your work, close and restart DeleD. Also, the 3D views do not always show the correct orientation of the moved UV map vertice correctly, meaning you need to work 'blind'. I got over this by using a 'template texture' that gave me the desired shape and where to place each vertice, then simply swap the texture for the finished one, when complete.
Method Two: Alternatively, you may try separating those polygons from the main model (simply select the polygons and use 'extract' with the 'remove original polyone' checked), then use the 'Projection Mapping With Selection' plugin http://www.delgine.com/plugins/viewPlugin.php?catid=41&catdesc=Extensions&contentid=27, albeit you will have to play with the variety of excellent functions/settings, along with perhaps rotating the polygons in the UV mapping afterwards, to get alignment.
You may get the results you want just using this plugin. I would suggect you use 'Save As' on your model, giving it a version number, before using the plugin, which is good practise in any event. I have found using this plugin on a whole model (or in this case, a sub-mesh) to yeild the best results, rather than applying it to polygons still linked to another portion of a mesh.
Method Three: There is another way. Use a graphics programme to create a curved texture that can be applied to those polygons. I use Fireworks and it has some very good distortion, skew and bend functions to make 'keystone' textures.
Quickest Method:
EDIT: Added Information
I've been playing around with various methods to get what you need, in the simplest way possible.
Start out with a simple rectangle. Apply your texture straight away. Then subdivide the top and bottom edges into an amount that gives an odd number (i.e. divide by 6 will give 5 new vertices on each edge) as you need a central pair to get a nice curve.
Connect the top and bottom pairs of vertices. Now select all the polygons and use Triangulate (normal will work, but you can experiment with central etc).
Select all the top vertices and use the scale function to make the rectangle wider at the top.
Then select the central pair of vertices and move them upwards, select each top/bottom pair and mirrored pairs each side of the central vertices, and move in turn to get a smooth curve. What you will notice is, the texture curves with it.
Using the triangulate function, smooths out the potential distortions in the texture. You may wish to increase the divisions to get better quality.
_________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Fri May 25, 2012 10:14 am Post subject: |
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That looks really good. Nice and simple too.
I wonder if it will work on an image like the ops tho. (horizontal lines)
I'll have to give it a try when I get home from work.
Thanks for all the different methods. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri May 25, 2012 10:29 am Post subject: |
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Yeah, that is great info! Definitely worth turning into a tutorial! _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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Spaddlewit Member
Joined: 24 Aug 2009 Posts: 244 Location: Florida, United States
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Posted: Fri May 25, 2012 11:28 am Post subject: |
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AWM Mars wrote: |
Did anyone find this useful? If so, I could turn it into a short tutorial, using the easiest/shortest method. |
It's a creative solution, but if you have more than just a simple curve, I'm not sure how well it might hold.
Perhaps in a future DeleD version there can be an option to align a UV map using either the top or bottom edge. Then you could make flowing paths of all types.
I haven't played with the UV editor yet though, I'll give it a shot. Thanks! |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Fri May 25, 2012 11:33 am Post subject: |
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Spaddlewit wrote: |
It's a creative solution, but if you have more than just a simple curve, I'm not sure how well it might hold.
I haven't played with the UV editor yet though, I'll give it a shot. Thanks! |
As I said, the more quality you want, the more vertices/polygons you will need. However, that was only one of a few solutions, given the task you have. I'm sure one will suit.
I'll create a couple of example tutorials showing different techniques. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk |
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