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A recent discussion on sPatch and Hamapatch has reawakened my interest
in these spline modelers, but one big problem I have with them is
applying texture maps to the models for rendering in POV. They always
come out distorted, or when I use UV mapping, I get the texture tiled on
every patch, which is usually not very helpful. Does anyone know how to
apply image maps to these and have them come out looking right, or of
any program that helps texture sPatch models?
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Export to a mesh and use the uvmapper:
http://home.pb.net/~stevecox/uvmapper.htm
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote:
> Export to a mesh and use the uvmapper:
> http://home.pb.net/~stevecox/uvmapper.htm
>
...then save the model as *.obj, convert to *.3ds, then to the mesh2 format
(using Thomas Baier's 3DS2POV). If you use 3DWin to make the obj to 3ds
conversion, I've noticed that it removes the uv info when the model didn't
have this info when first created (like in DXF models made with sPatch). I've
not fully investigated this problem, so I don't know what's happening, but be
sure that the uv info is kept in the final pov mesh.
G.
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Actually,
there is no possibility to uv_map correctly Mesh unless you use
some non-free software, because crossraod or 3dwin don't keep uv info!
I don't know any good way to use uv_mapping with bicibic patch
or with mesh!! If someone know a good procedure, I am interested.
Actually uv_mapping are only interesting for cube or things like that
(perhaps you can get good result with sor, i need to check).
Fabian.
>
> Warp wrote:
>
> > Export to a mesh and use the uvmapper:
> > http://home.pb.net/~stevecox/uvmapper.htm
> >
>
> ...then save the model as *.obj, convert to *.3ds, then to the mesh2 format
> (using Thomas Baier's 3DS2POV). If you use 3DWin to make the obj to 3ds
> conversion, I've noticed that it removes the uv info when the model didn't
> have this info when first created (like in DXF models made with sPatch). I've
> not fully investigated this problem, so I don't know what's happening, but be
> sure that the uv info is kept in the final pov mesh.
> G.
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Actually, I've tried that but was confused when trying to use UVmapper. Do I
just put my texture on top of the texturing template and use that as an image
map? Could someone please explain to me step-by-step how to texture a mesh?
Thanks.
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.....found a tutorial on Steve Cox's website explaining UVmapper.
Thanks anyway.
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