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Some sort of spherical path mapping?


leoviale
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Hi guys, is there a way to map this?

 

mappingfk7.jpg

 

The walls i've done it with a simple spherical mapping, no capping, and i repeated titling 40 times, but i need somehow a way to apply the map in a sort of "ring" mapping, to apply it to the floor. It's there a way to do this?

Edited by leoviale
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Hi, I guess you meant cylindrical mapping... in any case, when you are dealing with complex surfaces, you will have to use something better than the preset mapping methods available. You will probably have to look into unwrapping UVW..

 

on a very simple level you can add the unwrap UVW modifier on top of your steps poly, then in the unwrap modifier choose face level editing and select contiguous polys (ring or loop) and then choose quick planar map (or cylindrical) and play around with those settings if you are disinclined to unwrap it in the editor..

You can select each of the polys separately and add a quick planar map..

 

While this is not the only solution, this may be the simplest.. try it..

Edited by lecameleon
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remodel with a loft

get a spline from the poly edges by selecting a loop then loft the profile around that spline.

I second that.

 

Basically with complex geometry you want to avoid applying a generic uvw map and have the geometry generate its own implicit uvw mapping coordinates.

 

As Nicnic said create a cross section of your shape then loft or lathe it around in a circle. Make sure you tick the box which says 'generate mapping coordinates' on your modifier rollout. I also prefer to tick the 'real world coordinates' box and set the dimensions in the material editor.

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Well, that solves the problem. Now, is there an issue here, if i convert this loft to a editable poly, as I need to continue modeling, for example, if i want to use something as the insert tool and extrude, the map setting get screwed, even if i check preserve UV, I think there may be way to solve this, any ideas? Thx for replying before.

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Which is, I think, straight from Autodesk web site is also instructive in terms of pointing out some of the control you have over the cross section points (which I think the still you posted could benefit from. A couple places the looked like some rotation would really help).

 

One of the benefits of being poor. Unlike rich people who go "oh, new version" and get it then immediately go about using it exactly the same way they did before (except probably for sky portals, those have probably been snapped up like nobody's business) I get to sit around for years reading the new features lists over and over again with a wistful look in my eye. Over the course of that, the spline mapping stood out.

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