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uvw mapping (pics included)

Caligula Meriman
Registered User
Join date: 2 Jul 2007
Posts: 12
08-04-2007 03:51
These are two ways I baked a texture that was on a sphere in 3ds max 6. The output files are included. One shows the uv faces split up over the image in parts while the other is spread out over the entire picture. I was having problems mapping either one in SL. Neither of them line up correctly (even if I were to take care of those "saw tooth" marks in the one image...)
I was wondering if your texture has to look more like the one that is spread out over the entire image and a little distorted or what? Even though neither one works I am just wondering what the image should generally look like when I am done. In the image that is in pieces I just rendered to texture while in the seamless distorted one (with the sawtooth at the top) I added an unwrap modifier before rendering to texture.

It seems most 3d programs I have seen generally split the uv's into sections, but if I need one that is spread out and distorted looking (filling the entire square image) how would I go about doing that? I have 3ds max 6 but will go to blender if anyone tells me it can be done there. I mentioned in a previous post that I can get a torus and sculpt map to texture fine when it is one seamless image, but not a cylinder, sphere, or box no matter how I seem to map it. The cylindar maps ok on the curved edge but not the caps. I use the standard shapes in 3ds max as the objects I am mapping.
Blake Sachs
Gasoline, Baby!
Join date: 15 Sep 2005
Posts: 122
08-04-2007 05:47
I can't help you with your 3DS Max problems since I use Blender, but when rendering the texture correctly you should definitely get a seamless result like the second one. The texture coordinates directly correspond to those of the sculpt map.
It helps if you keep in mind that sculpties are basically distorted spheres (well, at least if you use the default sphere type ;P) and that textures wrap around them in the same way.
Caligula Meriman
Registered User
Join date: 2 Jul 2007
Posts: 12
thanks
08-04-2007 06:11
I don't seem to have any problems with the sculpt at all for some reason just baking the regular prims, which seems to me it should be the opposite but its not...I know only a few people really bake in sl, but its just so good looking when you can do it! I just dont know how to make those prims bake into a seamless texture in 3dsmax...
Blake Sachs
Gasoline, Baby!
Join date: 15 Sep 2005
Posts: 122
08-04-2007 06:40
I must admit, I don't use baked textures, I usually just render the sculpt map and ambient occlusion, then paint the texture by hand XD

For regular multi-sided prims though, you don't actually need seamless textures... you can just stretch, rotate and offset them to fit the right faces. Often that's even an advantage because you can use a single "zoned" image to texture an entire object, conserving bandwidth ^^
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
08-04-2007 07:20
Spherical UV mapping in 3ds Max is identical to the spherical mapping in SL. When you see a baked texture split up into clusters of polygons it's because you're not using the objects existing UV map and instead letting Max do an "automatic unwrap." In the Render to Texture dialog, make sure you have it set to bake using the existing UV channel 1, not automatic unwrap.
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Caligula Meriman
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Join date: 2 Jul 2007
Posts: 12
...
08-05-2007 06:16
yeah, but the other picture was made by that suggestion and it still wont seem to line up...weather I tile or stretch or leave it alone or whatever...
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
08-05-2007 11:26
From: Caligula Meriman
yeah, but the other picture was made by that suggestion and it still wont seem to line up...weather I tile or stretch or leave it alone or whatever...


I'm really not sure why you'd be having that problem. Spherical UV mapping is the same in every 3d app. Are you using the default UV mapping generated by the object or did you add a UV modifier onto it? If the latter, get rid of that and just set "generate mapping coordinates" in the modify panel for the sphere. Also, use a standard sphere, not a geosphere (though that really shouldn't make a difference).
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Caligula Meriman
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Join date: 2 Jul 2007
Posts: 12
ok chip
08-06-2007 02:38
I wanted to try your suggestion earlier but I got sidetracked.

I used generate coordinates, and I turned off the "automatic wrap" in the render to texture dialog. I didn't add any modifiers to it either. Well it still came out bad, but I was thinking I was SOOOO close. I ended up rotating the finished picture 90 degrees and it worked! I guess that was one of my problems all along. BUT
I am still having problems when I do the same thing to a box. The box comes out black only. The cylinder comes out ok on the sides still but not the caps for some reason. And am not sure about all the other prim types second life has. Any clues? If using the zoned box map and then rotating, sizing is all I can do with the box I will but it would be nice to do all the prim types an easier way. I have no clue why the cylinder would not map the tops either...


Thanks for your help, I woulda kept thinking it was something in 3dsmax and tried to fix that instead!
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
08-06-2007 06:31
For the most part SL prims are mapped the same way as Max's parametric objects. Boxes are planar mapped with each side having one full tile. If you bake textures for a box you need to make each side a unique object, or split the baked texture into six individual textures (or make a texture sheet from them and use tile and offset values in SL to get the right bit on the right side). Cyllinders use cyllindrical mapping with planar mapped caps. Tori are the same in SL and Max. Cones are the same, more or less. Pyramids aren't the same since SL uses a tapered box and not a true pyramid. You'd need to change the triangular sides to use planar mapping instead of SL's default mapping or you'll have distortion and shearing problems.
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Caligula Meriman
Registered User
Join date: 2 Jul 2007
Posts: 12
thanks
08-06-2007 13:30
Alright, that explains a lot. Thanks for all your help!
Big Pink
Registered User
Join date: 12 Oct 2006
Posts: 12
02-01-2008 00:16
Question re 3DS per the above.

Turning off shadows or lighting on the Render to Texture palette doesn't stop shading from being applied to the baked texture, unless I'm missing something (again). So, I assume then that this shading is controlled using self illumination. Is that right?
whyroc Slade
Sculpted and Blended
Join date: 23 Feb 2007
Posts: 315
02-01-2008 01:36
Very helpful information Chip.. I have been wondering how to bake non sculpty items in Blender, this helps alot.. TY!

-whyroc
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