LuckyST Posted March 23, 2009 Share Posted March 23, 2009 I have a problem.... I have lofted a section along path, and applied the mapping. but my results are not what I want them to be. I'm trying to achieve the map to be constantly perpendicular to the loft path, but when I use to little "path steps" (0) to get a simple mesh... the whole thing gets distorted. (pic 1) but if I use to many "path steps" - 20 ... I get the mesh pretty screwed up... and I'll have to spend who knows how much time editing it out later on. is there a simpler way to get what I'm looking for? thanks. Link to comment Share on other sites More sharing options...
LuckyST Posted March 23, 2009 Author Share Posted March 23, 2009 P.S. I've tried the dividing spline option as well... but I have a lot of lofting to do... and still tidying it all up afterwards would take ages... Link to comment Share on other sites More sharing options...
amer abidi Posted March 23, 2009 Share Posted March 23, 2009 have you tried using the sweep modifier instead of lofting? Link to comment Share on other sites More sharing options...
LuckyST Posted March 23, 2009 Author Share Posted March 23, 2009 same thing... the polys start to overlap in the corners... making the mesh unusable (or pretty labour intensive to sort out) Link to comment Share on other sites More sharing options...
amer abidi Posted March 23, 2009 Share Posted March 23, 2009 Check that your path vertices are in "corner" mode. Bezier corners usually give unexpected loft results. Link to comment Share on other sites More sharing options...
YOHKOH Posted March 23, 2009 Share Posted March 23, 2009 Are you using the texture coordinates in the loft itself or a uvw map modifier? Link to comment Share on other sites More sharing options...
LuckyST Posted March 23, 2009 Author Share Posted March 23, 2009 (edited) thanks for the tip...(vertices to corner) but still nothing I've tried adding width to the path, and seeing how it gets mapped, and I concluded that it's mapping paramaters are translated to the loft later on, and are causing the whole texture warping. If I increase the number of vertices along the spline, I get the textured result I was looking for... but then again, I get the polygon overlapping, which would again mean I'd have to go into edit poly, and sort it all out which would again take me days to sort out... and I probably would get a bad result later on when texturing&rendering. here's what I get when I divide (refine) the path... the textures look better (but not yet perfect)... and I get a bunch of redundant polys... and a bunch of overlapping polys Edited March 23, 2009 by LuckyST Link to comment Share on other sites More sharing options...
LuckyST Posted March 23, 2009 Author Share Posted March 23, 2009 Are you using the texture coordinates in the loft itself or a uvw map modifier? I'm using the loft mapping. Is there a way I could use "uvw map" to do this? Link to comment Share on other sites More sharing options...
amer abidi Posted March 23, 2009 Share Posted March 23, 2009 Well you can always UVW unwrap it.. theres an option where you can map to spline, so if you map to your loft path, should fit perfectly! look into it. Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 23, 2009 Share Posted March 23, 2009 If you want to post a max file of the object I'll take a look at it. Link to comment Share on other sites More sharing options...
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