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OK Gilles, thanks for your answer... I thought it wouldn't be so easy :-(
I'll try to divide my part into smaller and simplier ones, and apply
"classic" image_map...
Herve
news:40902c97@news.povray.org...
> 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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