#Questions
5 messages in this thread
Folks,
Gary suggested I put this out to anyone who can answer these questions. Anyone
have the answers?
I'm having a minor problem that I'm sure has a simple answer — It's just
eluding me. Here it is.
Problem: I want to map an image on the faces of a cube. Instead, the
image appears distorted.
Detail: I created a cube, and made a smaller cube to create a vacant
"room" inside. The camera is inside the room. Then I made a
material using a TGA image, and set "faces" on so that all of
the walls of the room will appear the same. I tried using groups
by reassigning the surface number but was never able to make a
correct and flat picture on the 4-sided walls. What do I need to
do?
Thanks.
-Gregory MacNicol
Your approach, although sounding feasible, sounds problematic to me, Gregory.
It sounds like it should work, but I've seen funny things happen with face
mapping.
I'd just map the sides of *one* cube seperately, reverse the normals, and leave
it at that…
-Alan
I don't 100% understand what you are trying to do, but if you are face mapping
a material that uses a texture bitmap, then that bitmap will be rescaled
according to the face's aspect and dimensions. What you need to do is either
create the room geometry to fit the exact shape and aspect of the bitmap, or
vice versa.
Is this what you're trying to do?
John Tissavary (La Luna cie)
Greg,
try adjusting the rotation angle in the material editor's texture map setup
dialogue box. -90 degrees worked for me just now on a box created in the top
viewport, 180 degrees worked for one created in the front viewport (it differs
for each viewport you create the box in). This may turn the map the way you
want if I understand your problem correctly.
In addition to what everyone else said, have you tried Box mapping? It's made
for things like cubes.
– G