dhananjaysharma1 Posted September 1, 2015 Share Posted September 1, 2015 Helo Friends I am wondering if there is any solution of texture stretching problem(corner) in sweep profile.Please tell me. I attached the images. Thanks. Link to comment Share on other sites More sharing options...
tonybishop Posted September 4, 2015 Share Posted September 4, 2015 (edited) Did you apply a UVW map or did you use the Unwrap UVW modifier? unwrap is the best way to go Edited September 5, 2015 by tonybishop Link to comment Share on other sites More sharing options...
kriscabrera Posted September 5, 2015 Share Posted September 5, 2015 just add a box mapping on top of the sweep Link to comment Share on other sites More sharing options...
Scott Dombrowski Posted September 8, 2015 Share Posted September 8, 2015 I tried adding extra vertices at the corners, but could not get the mapping to fix itself. Making the object via loft compound object instead of a sweep modifier also did not work, although the results were marginally better. Box mapping fixes the distortion at the corners, but then you loose the mapping that follows the curve which is important for curbs and such. You could try spline mapping. The Max help file has a good workflow on that. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted September 9, 2015 Share Posted September 9, 2015 have you tried ticking "generate mapping coordinates" in the sweep modifier and then using the mapscaler modifier or the uvwxform modifier? Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted September 12, 2015 Share Posted September 12, 2015 Last time I had to deal with this I added verts as close to the inside corner as possible, but as Scott notes, this doesn't actually work; the runs look great, but the corners are still broken; I think I had a pattern where the broken corner just wasn't that noticeable. Unfamiliar with uvwxform and mapscaler I had a quick look cuz Corey knows what's what... I couldn't see where the xform did anything other than transform a broken map (they can't help it, there's more distance on the outside than the inside and they hope your cornice is a snake)(it isn't). Anyway, the scaler... looks like it applies a box map before allowing you to mess with... the scale of that box. My inclination would be to follow Kris's lead and just drop a box map on it. That will take care of your orthogonal sections. For the diagonals I'd use a poly-select to select the faces in the angled runs then give them a uvw box and normal align (or rotate) it to match. If what you've got is precast concrete or stucco or some such then that should cover it. If you are using checkers, you might have to fuss with map locations and maybe even lots of extra maps if you need to be really picky about wrapping the corners. Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted September 12, 2015 Share Posted September 12, 2015 You could try spline mapping. The Max help file has a good workflow on that. I vote for this too, that will work in this case. It is one of the options of Unwrap UVW Link to comment Share on other sites More sharing options...
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