Sioxie Legend
Obsessive Designer
Join date: 11 Nov 2006
Posts: 168
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01-13-2009 06:53
Ok - so I made a shoe. Lovely little shoe. I wanted polka dots and put a tiling texture on the area I wanted it. Great. well the part where the mesh is elongated causes the dots to stretch.
I know that if I were doing a 3D model for real-world usage I would just modify the UVW map, but here's where it get tricky. Because its a sculpty the UVW mapping HAS to stay the same...
Aside from redoing the entire thing again, or using a painting program like Bodypaint, CS4 extended or ZBRUSH to put polka-dots on...
Is there a way around this? Would projecting the texture work? Suggestions, comments and sympathy.
Oh yeah - made the item in ZBrush, have it in 3DS Max 7, unwrap UVW modifier in the stack
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Sioxie Legend __________________ http://secondwavefashion.blogspot.com/ www.soignemonde.com https://www.xstreetsl.com/modules.php?name=Marketplace&MerchantID=31662
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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01-13-2009 09:43
Since you have it in 3ds there's a fairly simple fix (simple in that it's easy to understand, but still time consuming). Just add a new UV channel (or several) to create your dots so that they look good and consistent across the surface, then bake that back to the original sculpty UV mapping. Rinse and repeat as many times as needed. When I do sculpty shoes I usually just do several flat UV projections (each side, top, and bottom) and back each back to the original mapping, then blend all the bakes together in photoshop. It's a whole lot easier than trying compensate for the distortions by hand. Let max do the work for you.
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