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⚠️ Libfredo 15.4b | Minor release with bugfixes and improvements Update

Problem with Projected texture

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  • M Offline
    moghamdi
    last edited by 12 Dec 2008, 21:27

    I tried to apply projected texture but it did not work!!!! I do not know how I can fix this!!


    http://img156.imageshack.us/img156/7290/projectedtextureds0.th.jpg

    Thanks.

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    • B Offline
      brodie
      last edited by 12 Dec 2008, 22:05

      Actually I think you want the texture to NOT be projected. What you're getting is exactly what happens w/ a projected texture. It looks correct on one plane (determined by the first plane you apply the material to typically, say a plane at 90 degrees like your couch), but then on a plane at any other angle it takes the pixels and bleeds them through, which is what you're seeing on the top of your couch (say, 0 degrees) and the curved part.

      If you do a nonprojected material you won't get that "bleed" affect. Each time you apply the material it's smart enough to know that it needs to reorient itself.

      -Brodie

      steelblue http://www.steelbluellc.com

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      • M Offline
        moghamdi
        last edited by 13 Dec 2008, 16:27

        Thank you Brodie.
        But when I apply nonprojected texture the result is worse. check attached image.


        http://img114.imageshack.us/img114/6664/nonprojectedxb6.th.jpg

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        • A Offline
          Alan Fraser
          last edited by 13 Dec 2008, 19:10

          I'd set up a box of the imported texture...as in this file. Then project each face onto the appropriate piece of the arm.
          I have left the seams unsmoothed, so you can see where one texture stops and another begins. Just sample each face in turn (Alt + Paint) and paint the appropriate face. It's not perfect, but the real thing wouldn't be either...it would need its own seams.

          I did this quite quickly. You could get the texture on the top face to line up better with the one on the sides if you nudged the sampling box back and forth before sampling, until it looked a near perfect match. In fact the top texture actually needs rotating, in this example, by 90 degrees.


          mapping.skp


          mapping_thumb.jpg

          3D Figures
          Were you required to walk 500 miles? Were you advised to walk 500 more?
          You could be entitled to compensation. Call the Pro Claimers now!

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          • S Offline
            solo
            last edited by 13 Dec 2008, 19:50

            I would pretty much use the same method as alan, by creating a shape similar to the one you are trying to map and sampling from it.


            http://img89.imageshack.us/img89/3963/uvmapsd3.jpg

            http://www.solos-art.com

            If you see a toilet in your dreams do not use it.

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            • M Offline
              moghamdi
              last edited by 14 Dec 2008, 20:04

              Thank you all for your support.

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              • B Offline
                brodie
                last edited by 15 Dec 2008, 18:31

                it's also sometimes necessary to make hidden lines visible when applying textures to odd or curved surfaces. You'll be painting smaller segments but if SU gets confused when painting on curves sometimes this is necessary.

                -Brodie

                steelblue http://www.steelbluellc.com

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