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texturing this?
Posted: 20 Apr 2008, 22:57
by Alchemist
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?
Posted: 20 Apr 2008, 22:58
by Peet
It's a waste of polys.
That said, that could be simply planar mapped from above.
Re: texturing this?
Posted: 20 Apr 2008, 23:35
by rattle
Blatant waste of polies!
Re: texturing this?
Posted: 20 Apr 2008, 23:50
by lurker
Is that 16 seperate quads used to make a circle?

Re: texturing this?
Posted: 20 Apr 2008, 23:53
by SpikedHelmet
No, hell's just frozen over.
Re: texturing this?
Posted: 21 Apr 2008, 00:19
by TabloMaxos
Planar mapping from above, as Peet sugguested.
Or you can have mine (I made it for you) already uv-mapped ready for texturing.

Re: texturing this?
Posted: 21 Apr 2008, 00:25
by Alchemist
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?
Re: texturing this?
Posted: 21 Apr 2008, 00:42
by Felix the Cat
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.
Re: texturing this?
Posted: 21 Apr 2008, 01:15
by TabloMaxos
Try this. Same UV as before.
Re: texturing this?
Posted: 21 Apr 2008, 01:19
by Argh
Map planar- i.e., select the ring area's facets, then "Remap UV-->Project Normal".
Re: texturing this?
Posted: 21 Apr 2008, 01:30
by Alchemist
remapping UV isn't working. Perhaps because they are all separate objects...
Re: texturing this?
Posted: 21 Apr 2008, 01:49
by Argh
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?
Posted: 21 Apr 2008, 03:09
by Alchemist
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?
Re: texturing this?
Posted: 21 Apr 2008, 04:47
by SwiftSpear
lurker wrote:Is that 16 seperate quads used to make a circle?

No, it's 32 separate quads used to make a square.
Re: texturing this?
Posted: 21 Apr 2008, 04:56
by Argh
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.
Re: texturing this?
Posted: 21 Apr 2008, 05:16
by Alchemist
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?
Posted: 21 Apr 2008, 12:23
by rattle
Is the pad seperate or is it supposed animate? I suggest mentioning details like this for less flames in the future.

Re: texturing this?
Posted: 21 Apr 2008, 18:15
by Alchemist
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.
- wings.jpg
- Okay.
- (48.99 KiB) Downloaded 21 times

- Not okay.
- upspring.jpg (13.35 KiB) Viewed 2131 times
Re: texturing this?
Posted: 21 Apr 2008, 18:22
by SwiftSpear
Alchemist wrote:It's all supposed to animate, so those separate objects are necessary.
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.
Re: texturing this?
Posted: 21 Apr 2008, 18:28
by SwiftSpear
SwiftSpear wrote:Alchemist wrote:It's all supposed to animate, so those separate objects are necessary.
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.
[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.
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.