[Tutorial > Texturing] Texturing an arch - #2
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This is an old issue:
I read long time ago about the way to change the "avatar" (male figure in the SU default template).
I barley remember that you can use your own pic for this.
Q. After I build an avatar of myself, how can I make it face the camera all the time?
Thanks for your help.
Odlanier
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Maybe Gaieus knows about this,since he's been working on clay bricks, and tiles for long.
There was an hexagonal clay floor tile in SU 6 very pretty and very realistic.
After I installed SU7 it went missing and instead a white hexagonal tile now appears.
I tried editing it to give it the natural, warm and lovely color and texture it use ti have,but it does not come out so:
when you select a reddish, clayey color it comes out with cherry-red spots and yellowish tint.
Is there a way to recover that lovely hexagonal clay tile?
Thanks fellows,
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@unknownuser said:
...After I build an avatar of myself, how can I make it face the camera all the time?...
Hi Reinaldo,
See below video for example.
YouTube - Creating a Face-me component in SketchUp
[flash=480,385:2k210aps]http://www.youtube.com/v/VvI6A7Njw4k?fs=1&hl=en_US[/flash:2k210aps] -
thanks for the Tutorial...
...i am trying it out.....but have a question or two...
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When you say Subdivide, do you mean Divide, as in Edge Divide...??....or is there something else i should be aware of..??
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Do you Group the column at some point along the way...??....if so at what step..??
Thanks in advance,
Gareth
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No, by subdividing I only meant that I copied the base rectangle along the (then still straight) "column". Otherwise Fredoscale cannot "bend" it. You make as many segments as you wish to eventually have in your arch - that's all.
And there is no need to group - Fredoscale will (at least temporarily?) group the whole thing. But you can group it of course (especially when working in an environment with other geometry).
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Thanks Gaieus,
I almost didn't recognize you with this new avatar.
Cheers!
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My eyes are the same!
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ahaaaaa.....thanks Gaieus......i get it now...!!
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Cool tutorial, it also works for waving flags. I also use FredoScale for bending it in several directions and then apply the UV toolkit and it restores the texture correctly! Thank you very much!
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Yes, exactly. Waving flags - or wind blown curtains (that I also used it for) - anything. Just make sure to triangulate your faces in those cases before the transformation (so that there are no new faces created while autofolding quads)
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Hey Gai,
Great tutorial (and great plugin). This may be a silly question, but does this technique work when you want to apply bump maps for rendering, do you know?
Thanks.
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Hi Gaieus,
after reading this thread, I played again with the UV tool "Lithunwrap (FREE). I have now figured a little bit out how to adjust the model to a texture. Basically, it's very simple at least for simple surfaces. I made a arc face with Shape Bender and applied a brick texture. Then exported the model from Skettchup as a 3ds file (Options: Preseving texture coordinates).
You have to rotate all faces horizontally, aftterwards move the vertices to close the gaps between the faces. This us not a tutorial but only the first steps with this tool. My result is not yet perfect. if I am better familiar with it, I will describe in more detail. You should give it a try.
Charly
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@charly2008 said:
My result is not yet perfect. if I am better familiar with it, I will describe in more detail.
Well, at least it is promising.
Obviously the more segments you are working with, the smoother the UV mapping wil be (I would place those bricks vertically though).
There are all these nice but essentially 3rd party tools (including plugins) for SU now but I ma sure the ultimate solution would be something natively built in.
@leedeetee said:
but does this technique work when you want to apply bump maps for rendering, do you know?
Yes, in the first post I even mentioned Twilight and Thea. The renderer uses the UV mapping derived from the diffuse map to apply it on the bump / other map(s)
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Very good.
thanks. -
Glad you like it
And welcome to SCF!
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This is great. I do wish I had come across this about 6 weeks ago before I lost my mind trying to this all manually and eventually giving up thinking that maybe noone will notice that I had bodged it.
Note to self: Ask questions: someone, somewhere (probably here) will know the answer.
Thanks
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im trying to do this trick on the side of this mesh i made, its a magazine. I did to pull trick of earlier but know when i try cant get the texture to follow the quads no more. if i tell it know to fit the quads it turns 90deg. the preview is how it was but when i apply this to a new model the trick doesn't work any more
*edit, just checked if i started from scratch again it actually does work. i copied the top part and than reconnected all pieces again by hand making the faces. When i than apply fit to quads i does work again
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If the side is built of quads, then you might find QuadFace Tools easier to use for texturing.
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