UV mapping / Texturing
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Maybe this is a dumb question, and an even dumber idea, but with regard to UV mapping, has anyone ever considered maybe just projecting the texture to each surface, along the average of that surface's normals? Maybe as a way of working around the unacceptable distortion which happens with the various projections or modes?
Also, are there any UV tools available which will allow a user to blend texture edges together, thus avoiding really ugly artifacting?
I hope these questions make sense to someone other than me. I have a couple of organic models I'm trying to texture, and I keep running into problems with the UV mapping, and the various UV mapping utilities I have don't seem to be helping much. Now this may all be PEBKAC error, but as I thought about the issue, the above idea came to mind, so I'm tossing it out there for someone to look at.
If this post seems more braindead than my usual posts, it's probably due to lack of sleep
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Check these plugins: ThruPaint , SketchUV , Wrap-r ($)
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Used those. Did not obtain satisfactory results. That's why I was here asking the question I asked.
ThruPaint works fine for some applications, but not all of them, and SketchUV has always been a nightmare to use. I admit I haven't tried Wrapr, bu then $.
I guess what I should have asked was not so much about surfaces as about projecting to individual polygons, by those polygon's normals.
As far as the blending of textures, it's possible, and it's been done, in TW Render's terrain tools. Unfortunately, that is only for top down elevation change applications with terrain / vegetation / ground cover.
There's nothing else quite like 3d modeling and rendering to humble a person, just when they start feeling like they understand things
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