Texture mapping?
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you should try to model it using quad-based and evenly subdivided topology as much as possible.. then use tru paint quadmapping this will come handy for this sort of things.. http://sketchucation.com/forums/viewtopic.php?t=39442
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I'd recommend projection mapping AS AN EFFECTIVE AND QUICK SOLUTION
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damn.. there are two f*in pink triangles in the backface.. you can fix it manually if you need displacement renders with some render apps..
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Click the image to view the default projection mapping in Sketchup applied to your model.
[sw:8vrg6s0d]LAfGLSHC030Q6Qx[/sw:8vrg6s0d]
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Oh what fun. Abandon paying work--too boring....
One of the issues is that the shingles have to be laid in horizontal lifts AFAIK so projected and some other solutions don't seem to work. I separated the areas. I used TP to paint the straight sides in Natural mode, because they have non quad shapes. The lower part of the cone section seems to work in quadmesh mode and gives the flaired shingles (some pieces need fixing). The upper cone part is just triangles and won't work for quadmesh. Perhaps remodeling that with Curviloft will make it work.
I know I don't answer your question which is how to learn. I want to learn mo better too....
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Close as I got with making a curviloft face in the center. Making it all quadmesh will probably be the way to get control of the scale. Or the steeper straighter parts may need to be textured separately from the flare.
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@rich o brien said:
Click the image to view the default projection mapping in Sketchup applied to your model.
Rich I tried using the default projection of the texture but because of the many sections, I did not get it to work like you did. How did you do that?
Secondly, when I rotated your model, I noticed a couple of other things. One, you had the texture applied to both sides and two, when I rotated the model, I noticed that I could do a complete vertical rotation. I had not seen that previously on any of the other models with your viewer. I think that is a great step forward. Really getting more excited about where you and your team are going with it. Keep up the good work......
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@pbacot said:
Making it all quadmesh will probably be the way to get control of the scale.
i'ts exactly what i did quick and dirty in the example model i uploaded you can isolate loops for fine tuning the scaling.. it was just an example.. the main problem whith the original model is topology.. -
@panixia said:
@pbacot said:
Making it all quadmesh will probably be the way to get control of the scale.
i'ts exactly what i did quick and dirty in the example model i uploaded you can isolate loops for fine tuning the scaling.. it was just an example.. the main problem whith the original model is topology..Thanks, I'll take a look at it.
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Thanks all for your conversation...I am away from work...physically and emotionally right now, but I will try to digest all this first thing in the morning.
p
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@pbacot said:
Thanks, I'll take a look at it.
here is one version with grouped loops to isolate some critical mapping zones..
the tiling may be better if the topology would be rebuilt to roughly match the desired brick pattern..
ideally i suppose for better results (whithout considering to move to anexternal mapping app) you should map a strip of tiles at once..
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Ok, I have had a chance to read through all this and I must say.....huh? You guys are over my head. That was to be expected. What I will do is try to recreate what you have done on my own by first defining much of the terminology used and reverse engineer.
Panixia, that last model you uploaded is exactly what I am trying to do. Thank you! I do not know yet how you achieved it, but you have given me a real life example to work with. Would you be so kind as to private message me to let me know if it is ok if I send you a message?
Here is the fixed roof that Panixia did in place on my Model. Pretty convincing I think.
Thanks again to all.
Paul
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you can message me if you want or ask here.. i'm happy to help when i have some spare time..
however i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with, then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better) and grouped some regions, again quadface loops helped a lot in selecting the faces. finally textured each group with more convenient method in thru paint.. natural mapping for the main straight parts and quad mapping for the curved slices.. just played a bit to orizontally scale them convincingly so the texture don't stretch too much.. this is pretty basic you can achieve better results than this spending more time in it, but maybe if it's intended for mid/long distance use and you don't need close-up views i think it'ok.. hope this can help!
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nice house anyway.. you will render it?
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That looks really nice now!. I would like to learn more if the discussion continues here. What I could not do (even starting from scratch) is make a roof like that receive quadmesh mapping correctly altogether. I had to use ThruPaint "natural" mode on the sides and quadmesh on the center to get anything like panixia shows. The steep conical section needs to to not only be quad-ready (No more than 4 sides) but be divided horizontally--even though there were no horizontal roof breaks.
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@panixia said:
however i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with, then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better) and grouped some regions, again quadface loops helped a lot in selecting the faces. finally textured each group with more convenient method in thru paint.. natural mapping for the main straight parts and quad mapping for the curved slices.. just played a bit to orizontally scale them convincingly so the texture don't stretch too much.. this is pretty basic you can achieve better results than this spending more time in it, but maybe if it's intended for mid/long distance use and you don't need close-up views i think it'ok.. hope this can help!
OK - would you mind trying this in English so people like me can understand/learn? As examples:
@panixia said:
i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with
Since I do not work with meshes, what is a quad mesh?@panixia said:
then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better)
What is a quadface tool?@panixia said:
and grouped some regions, again quadface loops helped a lot in selecting the faces.
Is this normal grouping and again what is a quadface tool?@panixia said:
quad mapping for the curved slices
What do you mean by quad mapping?As I said, I do not normally work with a mesh and some of this is total Greek to me and I would like to learn.
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@pbacot said:
What I could not do (even starting from scratch) is make a roof like that receive quadmesh mapping correctly altogether.
this is not possible as far as i can tell.. i think even if you subdivide the straight part more, somehow the influence of the sloped last ring would distort the mapping..
@pbacot said:
I had to use ThruPaint "natural" mode on the sides and quadmesh on the center to get anything like panixia shows. The steep conical section needs to to not only be quad-ready (No more than 4 sides) but be divided horizontally--even though there were no horizontal roof breaks.
infact this is exactly what i did.. a mix of natural mapping and quad mapping.. maybe my terrible enghlis did't help to understand properly..
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ntxdave, I am in much the same boat in not knowing much of the lingo as well as not having learned the plug ins.
I hesitated to even ask this mapping question for years because I figured it would open a large can of learning on my part.
I don't think it is really fair of us to ask these guys to explain all the methods and define all the terminology for us. kind of like asking an auto mechanic how do i fix my car myself and then saying..whats an engine?
I plan to listen to their conversation, investigate what they are saying, try myself, and then ask specific questions.
That is not to say that if a step by step tutorial resulted from this conversation that I would not use it.
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@ntxdave said:
OK - would you mind trying this in English so people like me can understand/learn?
I apologize for my poor english, but maybe english is your native language, not mine, so it's hard for me explain in english.. moreover i'm not paied to teach you.. so you can be more polite.. just ideas..
@ntxdave said:
@panixia said:
i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with
Since I do not work with meshes, what is a quad mesh?a quad mesh is a mesh composed only by quad sided poligons not triangles or n-gons.
@ntxdave said:
@panixia said:
then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better)
What is a quadface tool?@panixia said:
and grouped some regions, again quadface loops helped a lot in selecting the faces.
Is this normal grouping and again what is a quadface tool?quadface tools is a brilliant thomthom's plugin wich is really useful because let you take advantage of non-planar quads (native sketchup doesn't support conventional quad-modeling tools wich are commonly found in other 3dmodelers like 3dsmax, c4d, blender, and so on)
@ntxdave said:
@panixia said:
quad mapping for the curved slices
What do you mean by quad mapping?As I said, I do not normally work with a mesh and some of this is total Greek to me and I would like to learn.
quad mapping is one of the metods found in thru pauint and other tools to apply a texture .. basically the idea is that the texture is distorted and bended to follow the flow of the quad loops..
both quadfacetools and thrupaint come with a lot of documentation and examples and you can read furthermore on google.. moreover the basic principles of decent quad modelings are the very same for any software wich supports quads, so you can easily find intersting tutorials done with blender or 3dsmax etc.. the basic principles are all there..
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