How to properly (ie. most easily) apply a sticker / texture?
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I have a model that I'm trying to apply texture logos and "stickers" to.
I tried saving the textures with transparencies (when needed) as .png's and then applying them to a face in the model, but they don't display properly.
What's the best way to apply finishing textures like these (specially considering that my final goal is to render them)??I want the underlying texture to show through the transparent spots. I don't really want to trace around the whole thing and I feel like I'm "cheating" if I offset the sticker from the face a lil' bit.
Thanks for your help,
Fefo -
Try the method in the tut. You should only need to trace around the outer edge of the image
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Remus, that's exactly what he doesn't want to do as I understand; tracing around the logo. If he did,
Fefo, if you are using Kerkythea, you could make use of layered materials.
- Import your texture as image, carefully place it then explode. It will create a separate face in SU withoutthe underlying material
- In kerkythea, edit this material and add a layer to it and apply the underlying material to this layer
- On the other layer, you leave this logo material and apply transparency from its alpha mask as clipmap. The underlying material should be seen through.
In the way you are doing it now, there are practically two materials on top of each other and this way they cause a so called "Z fighting" when SU/Kerky cannot decide which one to display.
UV mapping could cause problems with the method I'm suggesting but as I can see, it won't matter with your underlying material.
I hope smeone who really knows Kerky will chime in and correct me if I'm wrong.
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i thought he meant as in tracing around the entire logo then painting each area separately, whereas the method i described only involves minimal tracing.
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Remus, thanks for your suggestion but that wouldn't work in this case. It may not be clear in the pictures I posted, but the area inside the logo is supposed to be transparent and showing the underlying material, so I would have to trace not only around the logo but inside too.
Gaieus, I'll have to try your approach again then... This is close to what I did originally, but since I'm using a png, while on SketchUp, if I cut a face for the material, it will allow the "insides" of the model to be seen through the transparent parts.
I guess I will have to color the transparent areas in the texture the color I want them to be in SketchUp so it will display properly and then use the png/layered-material in Kerk.The one "true workaround" would be to trace the whole thing into faces or convert the image into a vector and then apply the proper materials in SU so they would just read into Kerk.
Thanks for your quick replys, I'll see what I decide to do.
- Fefo
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What I meant was that no matter that you can see through in SU, if the clipmask is only applied to this original)layer in Kerky and not on the additional layer (on which you'd apply the underlying material), there wouldn't be a "hole". Often you just apply a material in SU as a "placeholder" (and for UV mapping) for one that you add in Kerky.
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I just tried painting the texture using the same RGB value as the color from SU, but the colors turn out a bit off and you can see the border of the logo against the rest of the model.
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