Texturing Metaballs
17-Apr-95 06:45:21
Sb: #165112-Texturing Metaballs
Fm: Kyle J. McKisic 75542,363
To: James Franssen 72650,3677
James,
Keep in mind that one youhave created a mesh through metaballs, it's treated
just like any other.
This is kind of a gray area. 🙂
it really depends on your mesh object, and which detail is most important. Say
for legs, I would probabjy project planar mapping coordinates rom the side.
This is because any skin creases and folds that you have on one side of the
leg, you'll probably have on the opposite side as well. (unless you're
dealingwith muscle structure – and that's a whole new ball game). One thing
you have to be careful ov when using planar maps, is that the opposite side of
your mesh will have the values of the bump maps inversed. (this inverted
mapping ONLY occours with bump maps – not texture, or any other) A way around
this is to create an 'inverse material' and select the polygons on the opposite
side of the leg and apply that material to them. If you have The Script
Extensions, I'd suggest that you download SELECT.ZIP from the Scripts Library
(#18):
File explination –
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Fantastic script for The Script Extension PXP. This utility selects faces on
multiple objects according to the direction of their normals–something you
cannot do any other way. Say you want all the faces which are oriented
vertically? SELECT.P3D does it in a flash. Fully documented code with a nifty
user interface. Check it out. (Requires TSE.)
(DL time at 2400 baud: under 1:00)
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as for the body, you could do it in the same way – it just depends on where you
want to see more detail.
You could use cylinderical mapping coordinates as well, but I tend to use
planar when I can because it makes it much more straight forward when I'm
drawing the maps.
-Kyle