View Full Version : Top bottom problem
VALENGO
05-28-2009, 2:38 AM
I am texturing an airplane fuselage, maked a test render with top-bottom material (3D Max R7), as I guess that can be one side = top and the other side = bottom. Put an UVW map, planar (vertical) and in the screen everything looks fine (fig "preview"), but when I make a render, the material behaves different (figure "render"). Any sugestion about how to end happily with this mess?.
Thanks.
There appears to be a wrap around or 'repeat' on the lower half of the bottom = "side" as for the rudder, I cannot say.
But, wouldn't it be easier to use a side for a 'side' so you have one side = left and the other = right?
Alternatively if you show the bottom view, it would seem to have been reversed, where the nose is at the tail end , perhaps flip the uvmap, or the picture?
just my 2c
DeanH
VALENGO
05-31-2009, 7:36 AM
Yes, Dean, all that you say is right there, but I am concerned about the fact that it looks fine before render. Anyway, it was just an experiment. I consider myself an average (low segment) modeler, but when comes the time to texture all goes to hell.
Thanks for the help.
Skyraider3D
06-14-2009, 1:29 AM
Top-bottom really just works as top-bottom, unless you set it to "local" and rotate the object's pivot by 90 degrees. But this may be clumsy if you plan to animate.
What happens now is that you have a top-bottom arrangement with your left-right maps. It looks like the rudder may have a pivot that has rotation on it and it becomes black somehow (possibly outer areas of your texture map?).
Best abandon the top-bottom idea if you plan on left-right. A better idea is to use a composite map. Apply a single UV map (UV1) to your model for the side projection - the left side. In your texture slot put a composite map. Put the right side texture (mirrored) in the top slot. Then put the left side texture in the bottom one and uncheck both the tiling and the "show on back" check boxes. That should do the left-right trick nicely (although you can't blend left into right that way).
For other texturing techniques check out my tutorial(s) on http://tutorials.skyraider3d.com. In particular "technique 1" of the advanced mapping tut should be of interest as it deals with a similar-shaped aircraft. It is definitely the technique I would use myself for a Komet.
VALENGO
06-17-2009, 1:43 PM
I was a little bussy last days, but I will try it as soon as I can. Thanks for the help and tutorial!.:D
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