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news:408fbd3f$1@news.povray.org...
> http://www.oyonale.com/ressources/english/tutuv.htm , a very good tutorial
> but I have still a problem: I can't save a constant scale of the texture
on
> each triangles because they are very deformed on the uv_map. So the result
> is that I have a variable weaving of my carbon on the surface... It's not
> very realistic. Does anyone have a solution? Thanks a lot.
In fact I'm supposed to have removed this tutorial from the site because
it's not very up-to-date...
In any case, the problem of creating uniform-looking uv maps is a difficult
one and there's no general, easy solution for shapes other than simple
primitives like spheres, cubes or cylinders. Creating good uv maps requires
a good uv mapping utility that can make a default projection and then lets
you move the vertices to fix the problems. UV Mapper Classic and Pro are
good starting points, and then the prices start climbing quickly with apps
like BodyPaint or Deep Paint... And even with those uv mapping isn't a piece
of cake: texturing a complex model can take hours, or days. Even in
movie-quality CG one can spot some uv stretching issues when characters move
(joint areas for instance).
If you have a very complex model you'd better texture the different parts
separately, trying to use the simplest projection for each part. You'll have
also better control on the relative scale of the textures between parts (a
common issue for multi-part models that are already uv-mapped).
Now, not all textures require uv-mapping and many times one can get away
with traditional procedural mapping. What is a "carbon texture" exactly?
G.
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