UV Mapping question (MS3D)
by James Laker (BurNinG) · in Artist Corner · 08/21/2006 (3:37 am) · 2 replies
Hi there. I have asked google to help me, but i must be asking the wrong questions. So here I am once again.
I'm in the process of replacing my placeholder asteroids and planets with better ones. Now my problem is that when I map my texture on a round model (geosphere), the texture starts stetching at the edges. I for the love of the FSM can't figure out (,not even in my head), how to do this. As the model won't be unwrapped. Unwrapping the model will make the texture look out of place on every poly. So does anyone know of a better way to UV/texture map a planet, or any round object, for that matter?
Thanks in advance.
I'm in the process of replacing my placeholder asteroids and planets with better ones. Now my problem is that when I map my texture on a round model (geosphere), the texture starts stetching at the edges. I for the love of the FSM can't figure out (,not even in my head), how to do this. As the model won't be unwrapped. Unwrapping the model will make the texture look out of place on every poly. So does anyone know of a better way to UV/texture map a planet, or any round object, for that matter?
Thanks in advance.
#2
Can you explain in a little more detail?
So basically I select (F1) all the polys on the edges.
What do you mean by group them? Should I seperate them (unweld, I think)?
I also don't understand what you mean by closing the gap manually.
08/22/2006 (12:00 am)
I'm just using seamless tileable textures. Is this the "correct" way?Quote:
one thing you could do is take all the polygons which form the edges, group them, remove those polies and close the gap manually.
Can you explain in a little more detail?
So basically I select (F1) all the polys on the edges.
What do you mean by group them? Should I seperate them (unweld, I think)?
I also don't understand what you mean by closing the gap manually.
Torque 3D Owner Sean H.