Simple unwrapping question. - by massimilianogoi
Martin Karne on 12/9/2008 at 17:33
I know what you mean, that's why I said there are but a few Egyptian games, I wish there were more around but there aren't many.
Renzatic on 13/9/2008 at 18:00
I might be missing something here, but it looks like you're UVing a regular cylinder and THEN reshaping it. If that's the case, it's no wonder you've got a screwed up UV. What you want to do is make your shape first, then unwrap from there.
And also, the more complicated your shape gets, the less you should rely on perfectly square textures. You'll have to start tailoring your texture to your UV if you want it to look right.
Ziemanskye on 14/9/2008 at 13:37
I have to say - I am still not sure what you are trying to make it look like.
Based on the assumption of trying to get a result with uniform brick-lengths all around the shape from a stock texture - it's just doesn't seem to be possible in any reasonable number of polygons. (It should be possible if you make and place each brick manually though)
Ultimately though, like Renzatic mentioned, you are trying to fit a rectangular texture to a trapezoid(/trapezium?) face so there is always going to be some distortion because of that.
Options then include:
1 - ignore it and just accept there's some distortion and that people will hardly notice
2 - come up with another idea (I'm just saying: it is an option, don't hurt me!)
3 - Over-scale the texture in the UVW mapping to make the distortion less noticable
4 - do things the long hard painful way and make a new texture shaped for the angled sides of the shape so that it does give the impression you want
5 - make the shape bigger to minimise the slope, and with it the distortion
Of those, I'd say 2,4 and 5 aren't worth the effort.
1 and 3 are effectively the same thing and operate on the simple idea that people won't object too much - we're used to the idea of round things having 6-16 sides and some smoothing groups to fake it: a little texture distortion on something that isn't the main focus of attention isn't going to faze anyone (just as long as it is just a little distortion.)
Renzatic on 14/9/2008 at 17:36
Unless you're tailoring your texture to your UV, you're always gonna have some distortion going on. The good thing is it's gonna be barely noticeable...at least on the outside. The bad thing is, because it's now a tube instead of a flat cone, you're gonna have to unwrap the model and make a UV yourself.
Cylindrical projecting won't help you in situations like that. It won't know what to do with the top and the inside of the tube. From here on out, you gotta do things by hand.
Edit: (
http://users.chartertn.net/greymatt/UVed_cylinder.jpg) Here you go. This shows where your seams should be and how to lay out the final UV. The inner and outer walls of the tube are overlapped.
jtr7 on 14/9/2008 at 20:41
The ol' moire patterns.
massimilianogoi on 14/9/2008 at 20:45
What?
Renzatic on 14/9/2008 at 21:30
(
http://en.wikipedia.org/wiki/Moir%C3%A9_pattern) The Moiré Effect.
Yeah, make your bricks bigger.
And hell, you think all the time you spent on a chimney is bad. I just spent 3 weeks making a shutter. I ain't gonna hear no bitching. :P
massimilianogoi on 14/9/2008 at 21:56
Taff!! Never heard about this before! :o
It seems a complex matter!!