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 Post subject: distorting pattern
PostPosted: Tue Apr 01, 2008 11:58 am 
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Hi, have modelled a curved wall (curves towards the camera), and applied a pattern as a projected file. Even though I have even geometry and good UV's I still seem to have the pattern stretch horizontally as it nears the camera on either end of the wall. I have tried all sorts of modelling/texturing type fixes but now I wonder if its a camera settings thing? Any thoughts gratefully received!

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:03 pm 
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Can you post screenshots and let us know if you are using Maya or Max?


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:31 pm 
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Sorry, using Maya. Screenshot plus a wire of wall attached (thrilling as it is!)


Attachments:
wall wire.jpg
wall wire.jpg [ 48.9 KiB | Viewed 5995 times ]
distorted wall.jpg
distorted wall.jpg [ 53.32 KiB | Viewed 5995 times ]

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:45 pm 
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The thing about projection is it doesn't matter if you have good UV's or not - you will always get distortion on curved surfaces.

The question is: why are you using projection in the first place? Just use conventional mapping. It sounds like you've already laid out the UV's - just go ahead and use them.


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:48 pm 
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Ahhhh...thanks. I was only using projection because I like the interactive placement handles, but you're right, no reason to do so really. thanks!!

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:50 pm 
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yeah i think i'm missing something here - i don't understand why you would want to be projecting on to a curved perspective in a context such as this - it would fluck up the perspective compeletly wouldn't it?

Or i'm missing the obvious, i don't know

nice set though
j


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:51 pm 
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No problem. Projections are good in certain circumstances - like for camera mapping, but are best avoided in situations like your own.


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 1:55 pm 
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hehe...yeah Jerry seems I missed something too!!

Thanks, half way there set wise, he will have a stack of 'Playbee' beside the bed and a few other touches, I need to make shagpile carpet if anyone has an idea of how to do!? Hot Honeys will have to be dropped through a shoot in the ceiling as part of the game.

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 2:00 pm 
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Shag carpet could be tricky, although a good bump and spec map should get you there. If you really need to you could try displacing it.


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 2:16 pm 
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Mmm...maybe displace a bit around the bottom of the bed etc and bump the rest...or bump the lot and paint a shaggy edge onto my furniture..will play around. Only a hint of an idea needed anyway! Mustn't get too obsessed.

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 2:21 pm 
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If you have an ugly, garish pattern on the carpet you probably wouldn't need to do too much more. People will get the idea.


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 2:34 pm 
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Well, he's got a mirrored ceiling, a 70's wallpaper...I dont want to go too far ;-) But I think a nice subtle swirl within the carpet will give that illusion of pile anyway.

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 2:36 pm 
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If you're projecting onto a curved surface using a planar projection, then the texture will stretch as per your image - especially when viewed through a perspective camera. If you look through an orthographic camera, the texture should look fine.

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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 2:39 pm 
if you must project use cylindrical.
F


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 Post subject: Re: distorting pattern
PostPosted: Tue Apr 01, 2008 8:52 pm 
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Mirrors on the ceiling ay?
...Pink champagne on ice?

;)

So this game.. I'd bee interested to see some more bits at your bbq! hehe.

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