  | |  | Re: uv mapping | Re: uv mapping 2005-10-04 - By ccoles_avengers
Back Hi Fiona,
Have you tried the Planar UV map approach? That may allow you to isolate the top and bottom portions of your turtle shell better for centering.
Some Steps -
After creating a multichannel shader with your shell texture in full frame, apply it to your shell object, and then enter the UV editor.
Once there, make sure that the texture display is enabled in the editor (under Display tab) and check that the mesh color for the lines are a shade that you can see them over the texture. Then go to the Projection tab and choose, "Planar, Z axis, No Split, and the vertical Split Arrangement".
You should see two circular meshes superimposed over one another. Then, with the blue icon move and rescale tools, position the mesh over the texture (make sure the mesh is selected--vertices are red and select a vertice to move the entire thing), and then resize it to fit over the shell texture map; you should be seeing a live update of your progress in the Preview window.
You should be able to now render your shell object with the shell map centered in place. With this approach, the top and underside of the shell will be the same.
UV Map Set up Info for Shell-like Object - <http://groups.yahoo.com/group/Carrara/files/Selocic/uvmapping_a_shell_001.jpg>
Render After UV Map Set up - <http://groups.yahoo.com/group/Carrara/files/Selocic/uvmapping_a_shell_render _001.jpg>
Another approach is that you can export the UV map (this time, a Box, 5 panel mesh) to a 2D paint program and, on another layer, bring in your turtle texure map and resize it to fit under each uv shell portion of the map. Then, without the grid layer, you can export the turtle shell map back into Carrara and see how it fits.
A good program that can help with UV mapping is the UVMapper Classic freeware program. <http://www.uvmapper.com/downloads.html> There are some features in it that may help with editing your UV mesh more easily.
Also, here is a list of uvmapping tutorials that may help. The concept of uv mapping is pretty general and usually applies across the board:
1) Carrara and UV Mapper Classic - <http://server2.eovia.com/tutorials/amapi6/clothing/>
2) <http://www.thebest3d.com/dogwaffle/tuts/uvmaps/>
3) <http://www.uvmapper.com/>
4) <http://www.unwrap3d.com/>
5) <http://tsx.uvworx.com/cow/about.html>
6) <http://www.polygonal-design.fr/e_unfold/index.htm>
Well, hope this helps.
Cheers.
Claudia "Selocic" - 3D: when 'Flat' just isn't good enough! -
--- In Carrara@(protected), "fionacr" <fionacr@(protected)> wrote: > yes, tank you I made the wrong question. Im trying to map a turtle > shell so i put a spherical map in the uv editor and the grid doesnt > come centered so i get a line in the texture were the mesh breaksin > the uv editor, so the question is... How can I center the mesh in the > uv editor?- > Thank you for the help. > > -- In Carrara@(protected), Harvey White <madyn@(protected)> wrote: > > On Tue, 04 Oct 2005 03:25:14 -0000, you wrote: > > > > >anyone knows of a tutorial to use carrara uv mapping? > > > > There's one in the last 3D extract. www.3dxtract.com > > > > Harvey
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