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Author
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Topic: OPStudio textures Pt.2
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Tailslide Pilot
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posted 01-05- 05:23 PM
Rotating the texture sections on the bitmap allowed me to set the W property to zero, and now the texture displays at the correct orientation on the side of the fuselage.. however I get strange distortions if I try to scale the texture larger, and even if I don't some of my polys seem to be causing texture deformations even though it looks ok in 3dstudio.I can't even begin to guess what's causing this.
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Bryan Russell Pilot
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posted 01-05- 06:47 PM
I don't actually know what you're talkig about with the rotate and W etc. You should be able to get at any part of the texture with the W set to 0.0 by rotating and scaling the widget with the tools and using the U and/or V flip check boxes. The only thing I can think of is that thw W was set after some mapping was already done. Reset the mapping by deleting it from the stack and then before you do anything else, even before you select the Gizmo, set the W to 0.0. If that doesn't work, send me the max file and the texture and I'll try it to see if it works on my setup. I havn't had any problems at all with this since I figured out the W thing. IP: Logged |
Tailslide Pilot
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posted 01-05- 06:50 PM
When I tried to texture map, the W axis controlled rotation of the texture map as if you are looking at a piece of paper from above. It's much easier having the axis correspond directly to what you're rotating. IE, it was simpler for me to rotate the fuselage on my texture map so it was at right angles to the wing than to muck around with the other two axis to achieve the same result. It could be I set W to zero after I added the UVW map, I'll delete and retry.. TS [This message has been edited by Tailslide (edited 01-05-2000).] IP: Logged |
Zoycite JAG
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posted 01-05- 07:52 PM
Sorry this is off topic, But the guns on the Yak-3 were located on top of the fuse and in the spinner. Just like the bf109. You probalby already know this.Now back to the topic. I dont have Max, but in Ac3d I found that sometimes you have to "re-map texture coords" to either XY,ZY,or XZ views. Usually going to XY works. Also in AC3d if you goof with the "texture repeat/offset" you'll get some of the deformations that you are getting. Are you mapping using the whole texture or just part of it? Using the whole texture in AC3d instead of part of it causes some funny looking textures aswell. The nose should be mapped seperately, that will fix that area. Oh and if using the whole texture, it will repeat the whole texture to different sections of the model as apposed to wrapping around the whole thing. As for the scale, Atleast in AC3d, you have to create a polygon with the texture sheet mapped to it. Then using that polygon as a template, you can map the texture to your model. Its a little more complicated than that, but thats the gist of it. Any way, If I increase the size of template/polygon, that will set the scale of the texture. I also found in Ac3d that sometimes I'd have to rotate the object to get the proper orientation from the texture. After mapping, I simply rotate it back to its original location and save. It didnt work to well rotating the texture itself. Are you trying to fit it all on one sheet? I can make a Yak sheet out of the 190 if thats what you'd like use as a starting point. Not sure if that helps but the model is looking great! ------------------ Zoycite {GS} GUNSLINGERS visit The War Paint Factory [This message has been edited by Zoycite (edited 01-05-2000).] IP: Logged |
Tailslide Pilot
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posted 01-05- 08:19 PM
Bryan, I retextured it from a copy of the model I saved before doing doing any texture work and I wound up with exactly the same result. However, I think I figured out what is happening. Funny things happen when you texture over curved surfaces. They look ok in 3dstudio, but opstudio and sdoe display them strangely. My fuselage is one big curve : ( by playing with the faces, and texturing smaller sections of the fusulage at a time, I'm able to get rid of the funny mapping. Perhaps I should have made my fuselage more angular. This is going to be a pain in the butt... has anyone else run into this? Is there a reason I'm supposed to use planar mapping? I tried cylindrical and it works fine, hard to tell for sure but I think it looks better in game (it still has problems with curved faces though). Thanks for the tips, Zoy. I'm just experimenting, I know how to scale the size of the map up to match the plane but still trying to work out how to get rid of those texture glitches. I'm using a standard texture sheet for the whole thing like the shipped planes. This is just a test plane that I'm going to scrap once I figure out what I'm doing.. don't start on any skins yet. What I'm going to do is take a three view of the yak and try to squeeze every last pixel I can out of the map. The wings are smaller but the fuselage is thicker so I think it will work out ok.
TS
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Tailslide Pilot
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posted 01-05- 08:33 PM
Oh a question for you Zoy. There is only so much space in a texture map. As a painter, would you rather have a seperate texture for each side of the fuselage or a single texture that is mirrored on both but that has twice as much detail? How about for the left and right wings? the stabs? TS
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Bryan Russell Pilot
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posted 01-05- 09:43 PM
Cylindrical Mapping is actually probably the best choice for the cylidrical fusalage, it didn't work too well on a more oval type fuselage section though which is why I didn't use it. Sorry if I lead you astray on this. To use a cyliindrical map you will need to get the projection in the actual texture right otherwise you will get some streatching. Sort of like taking a paper tube, cutting it down one side and then flattening it out.
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Zoycite JAG
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posted 01-05- 10:19 PM
Heya,This is what Id like......... The fuse should not repeat. Same with the top of the wing and stab. The bottom of the wing and stab could repeat to save space. Above I've added a place for nose art and a spinner. This was done using the Spit template, thats why the wing repeats in the picture. I just cut and pasted to make this example. Another idea might be to do it like Mposis did with Dora. That would mean more textures though. Also the nose art, something like the b17 would be very cool. This could be done with a seperate texture aswell as the spinner. Again giving you more space on the main texture. Also between the nose art and spinner blocks could be used for the exhuast. ------------------ Zoycite {GS} GUNSLINGERS visit The War Paint Factory
[This message has been edited by Zoycite (edited 01-05-2000).] IP: Logged |
JT Pilot
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posted 01-05- 10:20 PM
TS, I don't know if this would help, but about streaking textures... Try checking out the way my P38jmod is mapped. The engines nacelles, which are both roughly the same shape as the fuselage on your plane, are mapped in 4 parts... The left and right sides, and the tops and bottoms of the nacelles are all mapped separately. The textures for the tops and bottoms are actually very small slivers. This is actually a lot of work because all your textures have to line up perfectly, but the results are nice. I did it this way because the textures streaked on the tops and bottoms of the nacelles when I tried to map the whole nacelle with one map. If you look at some of the fuselages of the existing planes in SDOE you will see this effect. IP: Logged |
JT Pilot
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posted 01-05- 10:22 PM
By the way, I've found cylindrical mapping very difficult to use on fuselage shapes because of the distortion. The distortion is very evident when you have repeating patterns or text on the plane.IP: Logged |
Zoycite JAG
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posted 01-05- 10:41 PM
It would be very nice to have a High Res texture set to work with, but it makes for very large texture files. While I find the 38mod to be very nice, I've though my site have recieved complaints on the size and frame rate problems with the plane. How much of this is due to the cockpit is unknown. Usually when people complain they are nver very specific. I personally think they were having trouble with the cockpit.Just something to think about. Jt, is it possible to do what you described in a smaller "texture set"? Right now the 38 mod skins are over a meg in size. ------------------ Zoycite {GS} GUNSLINGERS visit The War Paint Factory IP: Logged |
JT Pilot
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posted 01-05- 10:59 PM
Yes, you could use a much smaller texture set to do what I described above. The only reason I mentioned the P38jmod is so TS could see a way of getting around the streaking problem. I'm not recommending using high res textures. One could easily map a plane the same way as the P38jmod, but with much smaller textures and a lot fewer textures too.
[This message has been edited by JT (edited 01-05-2000).] IP: Logged |
Tailslide Pilot
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posted 01-06- 09:40 AM
I was thinking the same thing JT, I imagine it's quite a chore matching up the textures but I'll have a go at it. First I'm going to go over my model with a microscope and clean up any extra polys I can and rearrange the faces that look funny textured. My goal is to have a plane that is as FPS friendly as the shipped planes but also has three dimensional tailfeathers. The 256x256 texture should be plenty for such a tiny plane. I'll do the nose art thing too.. is it possible to have a transparent background on the nose art or do you have to match the background to the fuselage? TS
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JT Pilot
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posted 01-06- 12:17 PM
>is it possible to have a transparent background on the nose art or do you have to match the background to the fuselage?I would avoid using a transparent background for the nose art. Polygons that use transparency won't have dynamic lighting so it could look wierd. I think your best bet is to try to match the background of the nose art with the fuselage.
[This message has been edited by JT (edited 01-06-2000).] IP: Logged |
JT Pilot
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posted 01-06- 12:19 PM
TS, This is unrelated to textures, but... Let me know if you have success with hiding edges and then exporting as quads or polygons. I've never actually done that, so I'm curious to see if there are any problems with that operation.[This message has been edited by JT (edited 01-06-2000).] IP: Logged |
Zoycite JAG
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posted 01-06- 03:25 PM
Thats great to hear there will a place for nose art ------------------ Zoycite {GS} GUNSLINGERS visit The War Paint Factory IP: Logged |