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I currently can't sphere/cylinder map this type of chart/cuts
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12-29-2015, 08:00 PM
Post: #15
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RE: I currently can't sphere/cylinder map this type of chart/cuts
She looks beautiful. Good work.
![]() (12-29-2015 02:53 PM)ggaliens Wrote: it did mean that I'd need to throw away the texture at the end of process and do "convert materials to colors". Which in this particular case is what I wanted to do anyways.That should create dozens of materials. Doesn't it? Quote:Did you try that code fragment ?No, I didn't have time for test it. I was updating my dev environment and got some issues. I just fixed it today. Quote:No long cutline needed. Poles very very simple.It's there in a certain mode - virtually. It's easy to see if we decide to apply a moon texture to it which produce a nice visual result. ![]() By doing that, I noticed you: 1) left the UV information in the mesh; 2) the UV information looks weird since it's boundaries are very irregular and we use to apply a squared or rectangular image that should be entirely mapped; 3) you assigned that information to the Default material, since I just dragged the image to it and got it applied. You must to use a proper material for that - I just heard from dgud once that I shouldn't play with Default materials values; ![]() 4) by having the UV map information, I tried to backing the vertex color into a texture and got a big crash. It seems that "garbage" compromised Wings3D operations: Quote:Window: {autouv,2} In the left a weird selection when I did that using the marque option in face mode. Do you see that too? In the right is the strange UV map.Maybe you should to remove that information. There is a operation for that which code you could to use - with it selected in Body mode -> Vertex Attributes -> Remove UV Coordinates. After I do this I was able to backing the vertex color to a texture;
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