Jackline Hugo
Registered User
Join date: 5 Oct 2006
Posts: 28
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10-15-2006 05:39
Is there a quick fix to aligning textures? Also, if you have an exact shape from an image you want to emulate, is there a way to cookie-cutter it into SL prim's? http://www.sluniverse.com/pics/pic.aspx?id=108101&sort=Pictures.PictureID+desc&Name=Jackline+Hugo
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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10-15-2006 12:45
Hi Jackline  Can you be a bit more specific? Your questions are a little vague so it's hard to know how best to help. For aligning textures, do you mean working with tiling and offset values for getting the part of a texture sheet you want? Or trying to align a texture across more than one prim to try and make it look contiguous? Or aligning to match across avatar seams on skins or clothing? For creating textures to fit certain shapes, again are you talking about for prims or avatar textures? If you can explain what you're trying to do it'll be a lot easier to explain how to do it.
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Thunderclap Morgridge
The sound heard by all
Join date: 30 Sep 2006
Posts: 517
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the joy of PSP
10-15-2006 20:27
Very Vague but not really. The only way I found to move actual pictures to clothes is raster deform in PSP. It is a bit harder in CS2 because there is no set tool, there are many tools like liquify and deform (unless it is hiding, PSP 11 hid the button again) and that deform I do in onto the temple Chip has so wonderfully provided. Remember, you are taking a 2d phot of a 3d image and moving onto another 3d image. This is invarably an involved process and is at times harder that drawing it your self.
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Jackline Hugo
Registered User
Join date: 5 Oct 2006
Posts: 28
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not clothes
10-16-2006 02:50
not aligning textures on clothing.. but aligning textures on objects. above is a link to a piano i made, but the texture is badly aligned. that might be the best alignment since the object can't be molded into that shape. but, it took me a long time to get it to align like that.
for example, before, there were images of the piano keys along with the interior. i didn't want that to show, and so it took a bit of fiddling around to get the displacement right.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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10-16-2006 03:33
Your buttcrack is showing.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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10-16-2006 03:35
Oh, sorry, about the alignment. What are you aligning what to? I've actually made a grand piano, if you'd like to see.
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Ishtara Rothschild
Do not expose to sunlight
Join date: 21 Apr 2006
Posts: 569
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10-16-2006 03:52
I can see what you mean Jackline. I'd do it as follows:
- Take a copy of the piano and remove the lid as well as all small parts (makes resizing easier) - Resize it until it's roughly the same size as your avatar's head - Pick it up and attach it to the HUD - Rotate it into the right direction and take a screenshot - Use the piano outline in the screenshot to correct your texture
Attaching it to the HUD allows you to look directly onto it, without perspective distortions. Minor fitting problems can be tweaked with the repeat & offset values later.
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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10-16-2006 09:02
Aha, guess I should have looked at the link  Unfortunately there's no real easy way to do texture alignment on objects so it often comes down to making tiny adjustments to tiling and offset values. Ishatara's advice is good and I'll add a bit to that. One thing that can help a lot is to create a flat grid texture that's color coded (or similar) so that when it's applied to an object you can see just what part of the grid is visible on the object. Use that on the objects when taking your reference screenshots. It can provide a handy guide when creating the textures since you'll already have a good idea of placement and what part of the texture is visible. My hope is that some day LL will give us some better texture mapping tools, like having the texture projection controlled by a gizmo object that can be moved and scaled manually in relation to the object. Not sure that'll ever happen but we can dream. 
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