texturing this?
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texturing this?
what would be the most efficient way of texturing something like this?
*smoth, please don't tell me this is a waste of polys*Re: texturing this?
It's a waste of polys.
That said, that could be simply planar mapped from above.
That said, that could be simply planar mapped from above.
Re: texturing this?
Blatant waste of polies!
Re: texturing this?
Is that 16 seperate quads used to make a circle? 

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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: texturing this?
No, hell's just frozen over.
- TabloMaxos
- Posts: 17
- Joined: 18 Apr 2008, 20:07
Re: texturing this?
Planar mapping from above, as Peet sugguested.
Or you can have mine (I made it for you) already uv-mapped ready for texturing.
Or you can have mine (I made it for you) already uv-mapped ready for texturing.

- Attachments
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- RepairPad.zip
- RepairPad-Thingie for Alchemist.
- (2.79 KiB) Downloaded 35 times
Re: texturing this?
Thanks a lot Tablo but it's not quite a repair pad (the "waste of polys" is essential in this model). I'll break it down:
What can I do so the UV doesn't scatter all over the place and stays in the ring formation?
What can I do so the UV doesn't scatter all over the place and stays in the ring formation?
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Re: texturing this?
Manually move the pieces around, probably... AFAIK Wings doesn't like ring-shapes like that, but someone with more experience UV mapping in Wings might be able to tell you a better way of doing it.
- TabloMaxos
- Posts: 17
- Joined: 18 Apr 2008, 20:07
Re: texturing this?
Try this. Same UV as before.
- Attachments
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- Not_RepairPad.zip
- (4.6 KiB) Downloaded 29 times
Re: texturing this?
Map planar- i.e., select the ring area's facets, then "Remap UV-->Project Normal".
Re: texturing this?
remapping UV isn't working. Perhaps because they are all separate objects...
Re: texturing this?
If they're all seperate objects... meh, that sounds like a job for UVMapper Classic, or another uvmapper program, to me, but maybe Rattle, etc., know of a way to do that in Wings.
Re: texturing this?
Mm well i did it all manually and I've finally finished the editing of the texture but when I hit refresh on the outliner or make internal nothing happens... any ideas?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: texturing this?
No, it's 32 separate quads used to make a square.lurker wrote:Is that 16 seperate quads used to make a circle?
Re: texturing this?
I just looked at the model... um... it's all one thing... and you can make the entire middle area into a quad.
Seriously, don't hesitate to use Dissolve to get rid of extra polygons... if you want a circle on the texture, use the skin, not the geometry.
Seriously, don't hesitate to use Dissolve to get rid of extra polygons... if you want a circle on the texture, use the skin, not the geometry.
- Attachments
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- Not_RepairPad2.zip
- Edited NotRepairPad...
- (3.62 KiB) Downloaded 12 times
Re: texturing this?
No no, this is the model I'm using. It's UV mapped and all, just any texture I use fails to apply into the material for some reason.
Re: texturing this?
Is the pad seperate or is it supposed animate? I suggest mentioning details like this for less flames in the future. 

Re: texturing this?
It's all supposed to animate, so those separate objects are necessary. Anyways Now I'm having this problem. I've had it all textured and I'm trying to upload into upspring but the textures mess up on the way.
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
Re: texturing this?
Still. With S3O you can use tri's and you'd only need like 20 triangles to do that, if not less, as opposed to the 32 quads, each of which is composed of 2 triangles already.Alchemist wrote:It's all supposed to animate, so those separate objects are necessary.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: texturing this?
[edit]Make the bottom plane a single quad, and make the top plane a second object that's an 10 sided circle. You'd only be using 12 tri's and the animation would still work just as well. Right now, you're going to have tears when you animate the center circle since it's a cookie cutter from the center piece.SwiftSpear wrote:Still. With S3O you can use tri's and you'd only need like 20 triangles to do that, if not less, as opposed to the 32 quads, each of which is composed of 2 triangles already.Alchemist wrote:It's all supposed to animate, so those separate objects are necessary.
If you want geometry under the pad... you don't currently have it, and I recommend just texturing that part in. With transparency you can easily apply the same effect you will get right now. Without it, you can still texture in pretty much any effect you want under the pad.