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I am learning to do UV mapping. I am not happy with the programs I have.
I only get to work on this ever once in a while.
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"m1j" <mik### [at] hotmail com> wrote:
> I am learning to do UV mapping. I am not happy with the programs I have.
>
> I only get to work on this ever once in a while.
I'm trying to do something with UV mapping too but I'm having a terrible
time of it. Could you describe your method briefly please?
L
-
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"Loki" <nomail@nomail> wrote:
> "m1j" <mik### [at] hotmail com> wrote:
> > I am learning to do UV mapping. I am not happy with the programs I have.
> >
> > I only get to work on this ever once in a while.
>
> I'm trying to do something with UV mapping too but I'm having a terrible
> time of it. Could you describe your method briefly please?
>
> L
> -
I am not sure if I can say I actually have a good method.
I used UV Editor with Lightwave modeler to create a cylinder based UV map.
It did allow me to put the dirt marks in place but I have not been able to
put undistorted text on the surface. The logo and text in place now are
planer mapped with scaling to make it look right.
I am guessing I am going to have to position each point where I want it to
be. None of the UV programs seems to build the polygons to proportion. Like
you, I am in search of a UV mapping/editing program that works like I want
it to. I am even contemplating writing one.
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m1j wrote:
>
> None of the UV programs seems to build the polygons to proportion. Like
> you, I am in search of a UV mapping/editing program that works like I
> want it to. I am even contemplating writing one.
Out of curiosity, how would you overcome this (out of proportion)? I
have never used a uv mapping program, but the screen shots I have seen
look like the program tries to lay out areas of triangles flat (requires
stretching) so that a map can be drawn over them. Not distorting the
triangles would mean that no more than a few triangles could be laid
flat with their edges touching. Best case would be strips, which would
require very careful construction of your model.
-Shay
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On Fri, 17 Dec 2004 13:30:41 -0600, Shay wrote:
> m1j wrote:
>>
>> None of the UV programs seems to build the polygons to proportion. Like
>> you, I am in search of a UV mapping/editing program that works like I
>> want it to. I am even contemplating writing one.
>
> Out of curiosity, how would you overcome this (out of proportion)? I have
> never used a uv mapping program, but the screen shots I have seen look
> like the program tries to lay out areas of triangles flat (requires
> stretching) so that a map can be drawn over them. Not distorting the
> triangles would mean that no more than a few triangles could be laid flat
> with their edges touching. Best case would be strips, which would require
> very careful construction of your model.
>
> -Shay
If you are trying to put a pre-drawn 2D texture onto a 3D model, then
there will always be distortion - it's simply impossible to avoid it
(which is why Earth maps often appear pretty weird). On the other hand, if
you're making a texture specifically for this object, then the most
logical way would be to display the 3D object, give the user a set of
normal paint tools, and then map each pixel on the screen into the point
of 3D model's texture that is currently being shown under it.
In other words, a paint program that lets you draw onto 3D objects, rather
than a flat canvas.
Of course, I've never done UV mapping, so this comment propably contains
some foolish errors...
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In p.b.scene-files
Slime posted a solution reverse projecting a texture onto a set of
precreated uv's. It should have the effect of generating a uv map that
would reproduce text with minimal distortion.
The post is titled:
"Baking UV texture with POV-Ray"
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