#Dolphin map prob..
08-Nov-94 02:40:23
Sb: #134230-#Dolphin map prob..
Fm: David Stinnett 70214,774
To: PATRICK MALONE 70461,3646
Sorry I haven't replied sooner, but my schedule for the past
few weeks has kept me from tuning in here except for a quick scan
every few days.
There are several ways to dealing with "pinching" maps at the
ends of meshes. On something like a dolphin I would detach the faces
of the tail and fins at the base and turn them into separate objects,
so that they could be mapped appart from the body (just use planar
mapping from the top for these). As for pinching around the nose…
well, the easiest way around this is to just avoid texture detail at
the very tip where it gets pinched the most. The beauty of using the
grid as a guide and rendering reference views is so that you can see
exactly where any distortion will happen and adjust for it when
painting the maps (i.e. stretching detail out when painting it in the
map where that spot is pinched on the mesh). You can also select
faces at the tip of the nose, detach them, apply spherical coords to
them, and re-attach them. This last method may require you to do some
serious vert welding to get the proper smoothing back on the mesh at
the split, but you may get by without having to do that (it can be
quite tedieous… trust me, I know from experience <g> I'm still
wishing for the ability to map selected faces in R5… please….)
Anyway, the bottom line is when you run into serious pinching,
it's probably best to split the mapping job up into pieces, even if
it adds a little more maintenence work to the mesh.
I'll be getting my weekends back soon and will finish up an article
I've already started on modelling and mapping with this technique, which of
course, will cover all the details, hopefully clearer than i've done here. hope
this helps a bit.
David
PS. The Grid.tga you mentioned earlier was the kind upload of someone else, but
sorry, I can't seem to remember who. (whom?) …Bill B. ??