T-REX Metaballs images
20-Mar-95 13:57:59
Sb: #159853-T-REX Metaballs images
Fm: Kyle J. McKisic 75542,363
To: James Spier 72603,1216
Max,
<<Does using a rendering of an isometric view (say the front) as a reference
for creating a texture map limit the usefulness of the resulting texture mapped
mesh to only frontal views?>>
Not at all (well, maybe 🙂 ). What determines which way you apply the
coordinates is dependent on the model you're using. The T-Rex was mapped from
the side because it is symmetrical from side to side and a side view is most
recgonizable as a T-rex. I mapped my Face Hugger from the top because there
are lots of flat areas that would streak if I were to map it from the side
(I've also got those pouches that hang down and would create other problems if
I mapped them from the side). I'm finishing a newer version of the face hugger
right now that has different maps on the top and bottom, that are applied
throught the same mapping coordinates. I just select all those faces that are
on it's underside and apply the material.
What I'd do is look at the model and figure out which view is it most
recgonizable from – and use that as a base view to create maps. If you still
have
problems – 3D Paint will probably do the trick.
-Kyle
BTW, I always use SeeZ as a base for my maps, because I get an image based
solely on the form of the geometry – not lighting, and shading.