CompuServe Thread

#Dolphin map prob..

11 messages in this thread
#133796From: PATRICK MALONENov 5, 1994 10:03 PM
OK Master Modeler Dudes… I'm using David Stinnett's GRID.TGA to try to fing the optimum placement for a map on a dolphin… I'm using cylindrical mapping and no matter how I scale or move my map I always get a place (or two) where the straight lines on the grid all converge into one point looking somewhat like it is being pinched. I'm using the Viewpoint Dolphin mesh but I just can't seem to get past this point….Any pointers, tips, etc is greatly appreciated.. ps: about my flame awhile back…sorry 'bout that. My emotions were running at maximum. I'm a committed Autodesk supported even if I did disagree at that point.. Thank you Patrick Malone 70461,3646 David, if you're reading this maybe there is no one who is better suited to point me in the right direction…..
#133815From: Jonas Ruikis [ADESK]Nov 6, 1994 12:03 AM
Hi Patrick, << somewhat like it is being pinched. >> View a closeup of the mesh in that area. I remember a thread regarding this and the solution (i think) was to adjust the faces in that area. What does your mesh look like in that "pinched" section? jonas[adesk]
#133962From: PATRICK MALONENov 6, 1994 11:52 PM
Jonas.. by moving the mapping coordinates I can move where the pinched area falls. I just found a location where it falls at the exact center on the bottom. Problem is I need the dolphin to roll so you'll be able to see it on all sides. It seems that David S. attached the tail and fins to his body after assigning the materials. Can I get my desired results without using mapping? I want to paint a realistic skin and have all the scars fall where they are actually located (working from a photo)
#133989From: Jonas Ruikis [ADESK]Nov 7, 1994 9:09 AM
Hi Patrick, << pinch.. >> Maybe someone can jump in with "pinched" suggestions? << I want to paint a realistic skin and have all the scars fall where they are actually located (working from a photo) >> Accurate texture mapping is an art and a science. I can refer you to WHALE.TXT in the libs and to "3D Studio Special Effects" where this is covered in detail.
#134229From: PATRICK MALONENov 7, 1994 10:04 PM
Jonas.. actally I've loked at both. The WHALE.TXT is more helpful of the two. The Special Effect covers more about getting realistic underwater effects more than details about applying the texture maps (which is what I REALLY need!) I'm still looking for input.. Patrick
#134071From: David J. MarksNov 7, 1994 1:42 PM
>> by moving the mapping coordinates I can move where the pinched area >> falls. Depending upon how you are moving the dolphin, perhaps you could detach the faces from the "pinched" area to make a separate object. You could then apply different mapping coords and a different material.
#134230From: PATRICK MALONENov 7, 1994 10:07 PM
Dave… at this point there is no animation/movement of the dolphin. I was speaking of moving the mapping coordinates and having THAT affect where the "pinched" area falls on the mesh. Should I detach all the appendages, map them individually than combine all the faces into one object? I haven't tried that yet.. I know I've got a "good problem" here…I just need some Real help..badly!!
#134272From: David StinnettNov 8, 1994 2:40 AM
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. ??
#134295From: Jonas Ruikis [ADESK]Nov 8, 1994 8:49 AM
Hi David, << I'm still wishing for the ability to map selected faces in R5… please….) >> got it..
#134452From: PATRICK MALONENov 8, 1994 6:02 PM
David.. MY HERO!! I'll give it a try and get back with you for even more tips… Thanks!! Patrick
#134297From: David J. MarksNov 8, 1994 8:55 AM
>> Should I detach all the appendages, map them individually than combine >> all the faces into one object? Detach those pieces that are best mapped with a different method than the "main" body. Each of those "objects" can now be mapped appropriately. Don't attach them back together until you are perfectly satisfied with the mapping, because once reattached, you won't be able to adjust the mapping coords.