| Texturing and "smoothing" some desert cliffs |
Jock |
Yeah ive used two of the ones ive read so far for different problems ive encountered.
If you do, how about a curtain tutorial ;) The ones on the net dont seem much cop.
read 1327 times 8/22/2007 7:56:12 AM (last edit: 8/22/2007 7:56:12 AM)
|
release2 |
hey!
wow, i wasn't expecting a full tutorial but that's exactly what i needed. sorry if i seemed rude, just been really busy lately going in for interviews and stuff (and finding out they are dead-end jobs etc.. sigh.)
you're an awesome guy for explaining this to me, and you didn't waste your time, i really appreciate the tut and i'm going to work on it now :)
edit: alright, hopefully this is my last question - after following the tut and making a few dumb mistakes on my part, i've finally got everything right, except for that gradient mask. if my cliffs were perfectly flat, or ran in a straight line from the top view, i think i'd know how to do it, (map the gradient masked part as planar and just align it with whatever view the cliffs are straight in?), but.. the scene i'm in is a bunch of random canyons, the cliff line rises up and down vertically and changes in both x and y too, so hmm.. what should i do? i tried setting that cliff edge's uvwmap to "face" and it seems to work, kind of -- some of the masks are upside-down. :( also, there is a little seam on the right but i think that can be fixed by using the mix curve and taking the curve a little away from the edges, right?
i think you mentioned the cliffs in your tut are flat in one view, although they appear to be going up and down and back and forth?
thanks again for the help, man
read 1301 times 8/23/2007 3:57:05 PM (last edit: 8/23/2007 6:08:07 PM)
|
release2 |
hey, i really don't like bumping, but i re-read the thread and got worried that.. well, it seems like people thought i was rude since i didn't reply for a while. it wasn't intentional, i was just busy for a while and didn't have much time at the computer. i got worried that i've already managed to accidently represent myself as someone who's inconsiderate and not worth helping - i hope i haven't done that
mrgrotey - i also thought, maybe, you saw the screenshot of my cliff and thought "wow, that's all he was working on?" and felt that you wasted time writing the tutorial because my scene was so small and pointless - just in case that is the case, i made that small cliff (that screenshot) to follow your tutorial to make sure i got the method correct, before i would apply it to my actual scene (so in other words, my scene is big -- you didn't waste your time!)
my other thought was maybe, simply, my requirements are too many (planar maps and texture fading and whatnot all on one mesh and must be perfect), and it's just too much to figure out how to get everything to appear the right way.
in any case, i won't bump again, but i just got a general feeling from reading the replies that everyone thinks i'm a jerk now and not worth helping any longer, i'm sorry if i appeared that way by not replying soon enough ._.
read 1252 times 8/28/2007 10:10:26 AM (last edit: 8/28/2007 10:13:01 AM)
|
mrgrotey |
Sorry mte didnt even see this get replied to before :)
dont worry, im big enough and ugly enough not to expect everyone coming back after i reply, has happened enough timed before, its no biggie really :)
yeah that was the major down fall of the tut, if the cliffs were not flat.
what i think you'll need to do is do the channel 3 mapping as i said, collapse the satck add an unwrap modifier, then flatten the uvs out in channel 3
ill have a go myself, so ill edit this reply in a bit
edit
yup, works just as i thought it would.
add the channel 3 planar coords
collapse stack,
select the edge faces again
add an unwrap modifier and change the channel to '3' and say yes to the warning
you should get something similar this
use the move and scale tools to straiten out the uvs to fit the blue square top to bottom like this
collapse the unwrap mod into the stack again and it should work
heres my second exaggerated attempt to prove it works
and a front view
read 1241 times 8/28/2007 10:18:43 AM (last edit: 8/28/2007 10:35:05 AM)
|
Poopsmith |
well ya learn something new everyday.
read 1225 times 8/28/2007 11:29:26 AM (last edit: 8/28/2007 11:29:26 AM)
|
release2 |
wonderful, thanks a bunch man :D
working on applying the method to the main scene now, going to be more materials so it might take a bit. thanks again, i've learned some cool things about texturing that i had no idea about
(btw ignore the crap cliff texture i'm gonna redo that lol)
read 1180 times 9/1/2007 3:58:34 AM (last edit: 9/1/2007 3:59:54 AM)
|
mrgrotey |
no problem mate, glad to help
read 1167 times 9/1/2007 1:49:35 PM (last edit: 9/1/2007 1:49:35 PM)
|
Dave |
I've a curiosity... why do you need to include the "mixed faces" in with the mapping of the top and side of the cliff if it just gets its own map ID anyway?... Does mapping it to ID 1 and 2 still stay in place if you just give it a new one (3)?
I realise I could just test this myself... but i'm not THAT curious.
read 1140 times 9/4/2007 10:56:43 PM (last edit: 9/4/2007 10:56:43 PM)
|
Poopsmith |
dave is that you? wtf mate
read 1135 times 9/4/2007 11:41:43 PM (last edit: 9/4/2007 11:41:43 PM)
|
Dave |
Whaaaat? I'm curious... can an object have numerous Mapping ID's?
... Is this something I already know, but neglect due to forgetting terminolgies?... you know what they say "Education is what's left after what is learnt has been forgotten"
read 1131 times 9/5/2007 12:17:10 AM (last edit: 9/5/2007 12:17:27 AM)
|
mrgrotey |
Of course it can sillies! the reason is that you still see the rock merging in in the first channel then the fade happens on the third channel, you mix it up so you dont get a texture seam, if the rock was displayed on the edge purely on the 3rd channel the whole rock map would be squxshed into that tiny edge
read 1124 times 9/5/2007 2:42:39 AM (last edit: 9/5/2007 2:44:09 AM)
|
Dave |
... I totally knew that.
I'm not a n00b :(
read 1121 times 9/5/2007 2:44:17 AM (last edit: 9/5/2007 2:44:17 AM)
|
mrgrotey |
/me waits for dd to point out that grotey still is
read 1115 times 9/5/2007 2:46:05 AM (last edit: 9/5/2007 2:46:05 AM)
|
dd |
a N00b
 http://www.max3d.org
read 1111 times 9/5/2007 2:50:05 AM (last edit: 9/5/2007 2:50:30 AM)
|
mrgrotey |
and there we go
d predictable d :p
read 1105 times 9/5/2007 2:51:38 AM (last edit: 9/5/2007 2:51:38 AM)
|