3 Texture Maps HOW?
6 messages in this thread
I created a metal material which requires 2 texture maps. On one particular
object, the turret, I want to Decal a Red Star on it. So far the only solution
is to replace the second texture maps ( which puts my rust spots on it) with
the redstar Cel which is decal.
Could anyone give me any ideas how I can put that Red Star Decal on, and still
have my 2 texture maps?
Judy
Judy, Using the same material for this you really couldn't with the way you're
describing. You could apply your'e current material with the two texture maps
to a flat plane and render just that image then use that single image as one
texture map. That would free up the second texture map for your star decal. Or
you could just use what you have now and create a small piece of geometry just
bairly raised above the surface of the turret and apply the star to that.
Either way it shouldn't be too hard to accomplish this. Good luck.
Dave Mennenoh
If you are not using the base colour of the object then "mask" through
your 2 existing textures with a B/W decal of your star. If the base
colour is already in use then Opacity map through to a red object
inside.
Thanks –
I'll try that.
Judy
Judy, as David mentioned, a piece of 2D geometry placed extremely
close to another can make a very nice "decal" effect. In fact, when I
consider the wonderful A-A routines in r3, it's often my prefered
method for decal effects that I wish to be _very_ clean, and
resolution-independent.
This is relativly simple for flat objects, but what if your turret is
round, right?
If your turret is non-flat, first, save your file, then boolean an
extruded version of your decal with the turret and save the
intersection as a new 3DS file. Re-load your original file and merge
the intersection file. You may need to delete a few vertices to make
as simple as possible. Now move it out from the turret (at least
.01-.02 RW coordinates to avoid co-planar faces) and do some
test-renders. The decal should have the identicle surface
characteristics as the turret, and look "painted on". If there is a
bump map involved (say, for rivets, or something), you can easily
apply the same mapping coordinates to the decal as the turret,
providing a seamless decal effect. I first used this op for placing
numbers on a boat hull, it worked quite nicely.
This technique can be used for all sorts of things.
Hope it helps,
-Alan
Could you consider making the red star a separate object? This could
be a simple 2-D cutout that floats just outside the surface of the
turret. Create a material for the star and apply it to the cut-out.
Then attach the star to the turret in the 3D Editor or link it in the
keyframer to make it stay put.