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Topic : "mapping issues . . ." |
Weirzbowski junior member
Member # Joined: 18 Nov 2000 Posts: 6 Location: Boston, MA
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Posted: Mon Dec 18, 2000 4:49 pm |
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Hello all, I'm currently working on a model of an old man's head, and I'm running into some problems with mapping it (this is the most ocmplex model I've built/mapped so far, so I'm pretty much shooting from the hip on this one). At any rate, I've posted an image of several renderings, as well as an image of the mapping coordinates. (This was done in 3d studio max, and I've got a cylindrical mapping modifier on the model). As you can see, there are some areas (primarily on the left cheek and around where the neck meets the chin) where it just doesn't seem to be applying the map properly. If anyone knows a way to solve this/work around this, please let me know--
Thanks a lot--
Oh yeah . . almost forgot the url: http://weirzbowski.tripod.com/face.jpg
Mike
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Mon Dec 18, 2000 4:55 pm |
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You just need to pull down some UVs on the chin area to get good texture coverage without UV space overlap. |
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[Shizo] member
Member # Joined: 22 Oct 1999 Posts: 3938
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Posted: Mon Dec 18, 2000 7:17 pm |
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Thats what i was gonna say =]
Hey can you explain how you modeled that head? I gotta know everything /me is a 3d newbie |
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Weirzbowski junior member
Member # Joined: 18 Nov 2000 Posts: 6 Location: Boston, MA
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Posted: Mon Dec 18, 2000 7:51 pm |
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Ok, cool guys-- thanks for the info-- I'll work on those verts (they seem to get very jumbled . . . I might have to slice this thing up a bit) . . as for how I did it, I made some rough contour splines, then built the mesh by creating other line segments and welding it all together. I threw a surface modifier on the whole thing, and then used nurms to refine it. There's a great tutorial on this technique over at http://www.3dluvr.com/content/artz/3dsmax/std/polyhead.php -- I've tried a number of methods so far, and this is the one that I was most comfortable with, by far--
Thanks again for the info, guys--
Mike |
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