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- Date: Fri, 24 Oct 1997 22:33:26 +0000
- From: "Matthew O'Neill" <mash@DINGNET.DEMON.CO.UK>
- Subject: Re: [IML] Quest: Help!
-
- > Hi guys,
-
- Hello
-
- > I'm having a problem. (thats nothing new I suppose. :)
-
- Don't we all....
-
- > I've been working on this sort of freighter craft (space ship.)
- > It is a pretty basic shape. (made from 10 pieces and total is approx
- > 80k object.)
- >
- > Now, I cannot texture this properly..!
- >
- > for the basic hull I've used Deathstar texture + dirt.
- > but the problem is this.
- >
- > The front & top of the hull looks rather good, but the sides are really
- > cruddy, as the texture screwed up or something .. ????
- >
- > I just can't suss this problem out. I've tried altering the texture axis.
- > but that only changes the problem. (ie sides are good, top - front is crap.)
-
- The solution is to lock the texture to a sub group.
-
- Pick the object (not group) and goto pick faces mode, or maybe pick
- edges mode. Now selext the front, or whatever bit looks good. and goto
- Functions->make->make subgroup. Then enter a name for it in the
- requester. Now go into the attribs requester and pick the texture (the
- one which was already there and looked good) and choose the subgroup
- name you had.
-
- Now add the texture again and set the axis so that it looks good on
- the sides. set the priority to a lower number (or higer, depending on
- the results you want) and it should work.
-
- Failing that you can pick the faces again and the 'split' them.
-
- > Please Help me...... (BTW i'm using Imagine 5.0 on Amiga.)
-
- So am I :)
-
- > I'm getting very frustrated with this........ :(
- >
- > Steve.
- > --
- >
- > Stephen Thornber
-
- ----------------------------------
-
- Date: Sat, 25 Oct 1997 13:33:55 +0700
- From: Rhithyn Yr Arth <rhithyn@SPOTS.AB.CA>
-
- <Talking about getting texture to look good all around a ship>
-
- Here's an alternative....
-
- If possible, find an area where the object can be split open (back
- seam by engines, whatever) and after creating a state for the object,
- peel the skin out flat in one piece and create a new state (call it
- "texture-apply" or what have you) but be sure to have textures turned
- on for this one.
-
- e.g.:
-
- convert this
-
- ---
- / /|
- --- |
- | | /
- | |/
- --
-
- to this
-
- ---
- | |
- --- --- --- ---
- | | | | |
- --- --- --- ---
- | |
- ---
-
- Now when you apply the texture to the object, lock it to the
- "Texture-apply" state. When you set the object to any other state,
- the texture is smootly and seamlessly across the hull, nicely and all.
-
- Worth a shot, especially if you are worried about the seamlessness of
- the applied texture.
-
- ----------------------------------
-
- Date: Wed, 29 Oct 1997 19:18:16 +0000
- From: George Cole <George@COLE.CLARA.NET>
-
- > <Talking about getting texture to look good all around a ship>
-
- What I think would be useful for applying textures is possibly a couple
- of "snap to" commands as seen in Rhino. Then getting the texture to the
- edges would be very easy.
- For example:
- We have a cube and it has a texture applied to it. The texture looks
- good on the top of the cube but it looks stretched from the side. (I
- don't know if this actually hapens but saying it did...) We apply the
- same texture to the side but instead of rotating and scaling it we just
- do snap to and click on the bottom right corner, then the bottom left
- corner, then the top left corner and Imagine applies the texture. This
- may not seem easier here as you could have just rotated the texture 90
- degrees but on more complex models it would be easier and more precise.
- Thank-you
-
- ----------------------------------
-
-