CompuServe Messages

Texturing Metaballs

    17-Apr-95 06:45:21
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 – ——————————————————————————- —- 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) ——————————————————————————- —- 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