PDA

View Full Version : For Jaycephus (tiling with UVMapping)



Frenchy Pilou
05-08-03, 06:30 PM
Hi Jaycephus
Can you now make the perfect UVMapping (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010942) (texture N°27 2*6 )
with the new Texture Master(Rev G) without the UVMapper prog and whithout import ?
Aurick give some operations here (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010200).
Your Model was unified or adaptative ?
THX by advance.
Pilou

Jaycephus
05-09-03, 12:21 AM
It was adaptive. But after texturing, I divided and smoothed, and also set subdivision smoothing on.

Here is another adaptive mesh, divided and smoothed after texturing. I used Pixolators Export/Import/Morph Target method to set this to UVc. Since the texture is simply a (nearly) seamless wood texture that is tiled on the surface, there is no need to use Texture Master in this case. If I needed to paint a design or wanted to break up the repeating wood texture, then I would want to use Texture Master.

It's too bad Txtr27 isn't quite seamless!

Which brings up a question:

What kind of wood is this???

http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052464814tqe.jpg

It's Knotty Pine!!! Doh!

KNOT-ty Pine...

Do you get it?

;)

drjjwow
05-09-03, 01:31 AM
cameyo i think its a stained oak. im not really sure..

Frenchy Pilou
05-09-03, 01:39 AM
Hi Jay
That was the secret :) : smooth and divided (but why after texturing?
I shall try again with these new informations :cool:
Wood , No it's marshmallow :
Pilou

Frenchy Pilou
05-09-03, 03:09 AM
Hi Jay
Impossible to make any perfect UVMapping except planar!
After many try, it's appear that the perfect UVMapping is not permit to the Demo's users :rolleyes:
I conclude that the correct Mapping is realiZed By Zbrush
at the Importation or at the Polymesh making (not allowed or not effective in Demo version)
Am I right ?
Pilou
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052477395rad.jpg
Melting pot of Planar, Cylinder and spheric wood UVMApping demo's User
:rolleyes:

Jaycephus
05-09-03, 09:04 AM
Hey Frenchy,

I divided because I wanted it to be smoother; the order of texturing and dividing doesn't matter, BUT it's nice that the order doesn't matter: you CAN divide and smooth your mesh after you have textured (except for if the model uses AUVTiles).

Of course, I notice that when you first create a mesh and texture it, it defaults to AUVTiles. When I try to change to UVc, the axis of mapping on my mesh PROBABLY will not match the orientation of the object. When you build a Zsphere tube, chances are that you did not extend the first zsphere out along the Z-axis. So in the TOOL:Modifiers Orientation Display (what is its official name?), you need to rotate the object so that it is aligned on the Z-axis, and press the Store button. (The Z-axis in this window is straight in/out of the screen.) Then press the UVc button again. The mapping will update, and if you have a texture selected, it should be correctly aligned to the part now. So demo users can at least map UVc on a straight mesh tube, like you have. What you can't do is anything that requires exporting, I believe.

However, can you import meshes? I could give you the saved .obj meshes or the final .ztl that I used, if you want to use them. You will have meshes that are mapped with UVc and be able to perform deformations on the knot or straight meshes, but you won't be able to use the base ZSphere tool to generate new non-straight meshes, because to link the cylindrical mapping to them, you would have to export the mesh.

aurick
05-09-03, 09:38 AM
Since saving or export/import of tools is not allowed in the demo, this technique will not be possible for demo users. However, the commercial version will have no difficulty with either technique.

Frenchy Pilou
05-09-03, 10:08 AM
Hi Jay
Thx for the explanation :)
Some new trying in pespective :)
I think that I can just reload a script, and with no export and import :)
As a demo user, it's normal that's some limitations exist as Aurick explain upside :)
In fact the UVMapping effect is efficient but with some deformation.
It's polymeshing or import who make the right compute UVMApping.
Pilou

Frenchy Pilou
05-09-03, 12:38 PM
Hi Jay
I can load a ztl :) I f you have some free times, I shall take it your for experiment :)
Thx by advance :cool:
Pilou

Jaycephus
05-09-03, 12:49 PM
Frenchy, look at this:

http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052510338xul.jpg

It is possible to map UVc to a straight skin mesh with the demo, and then use Transform:Move and the regular deformations to warp it. Use lots of Smooth and Inflate to restore the normal tube shape to the mesh after moving or deforming it. Use masking to freeze part of it while you bend the other part around.

Frenchy Pilou
05-09-03, 02:15 PM
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052514506oil.jpg
Hi Jay
As you can see, the probleme is not the texturisation , but only for the concept :)
The UvC Mapping or other are deformed !
It's the Demo's user destined :D
Nothing will be visible with a texture than wood but with a checker or geometric texture yes :rolleyes:
Pilou

aurick
05-09-03, 02:27 PM
Frenchy, if you rotate the model in the the Tool>Object Preview window before applying the mapping, you will get better results. Please see Ken Brilliant's tutorial on UV Mapping, which is in the 1.55b section of the QuickLinks.

Jaycephus
05-09-03, 02:52 PM
Also, you could constrain the first ZSphere when you draw it with the shift key. That is how I created the second mesh. Then I turned on Z-symmetry with Mirror ON, and in Transform mode, created a child ZSphere (two actually, because the action was mirrored on the other side). Then I rotated the object 90 degrees. It looked like this: 'o-O-o'. I then Moved the two child ZSpheres out on the Z-axis. It then looked like this: 'o------O------o'. This left me with three linked ZSpheres, widely spaced, with the parent in the middle, and the object was oriented length-wise perfectly on its Z-axis. Back in Transform-Edit mode, I created additional child ZSpheres inbetween the parent and the first two children on each end. It then looked like this: 'o-o-o-o-O-o-o-o-o'. But in the TOOL:MODIFIERS:Preview window it looks like this: 'O', because it is oriented on the Z-axis. After scaling up and down every other ZSphere, I had a chain of ZSpheres as shown in the top left of my second picture above.

When you press the UVc button, it maps the UV coordinates in a cylinder that is oriented lengthwise along the Z-axis of your object. But if your object is a tube that is oriented with it's longest dimension in any other orientation than along the Z-axis, the texture will not look right. When you draw a ZSphere with out using Shift to constrain it, and then draw a child and pull it out to the side, you are creating a tube that is going to be almost random in its orientation.



In your picture above, see how the first part of the adaptive mesh is distorted? The z-axis of the parent is going up, but the children have been pulled out to the side. This is what creates the distortion in the adaptive mesh itself, and the fact that the object has been drawn out in the x-axis (to the side) is what results in the texture looking the way it does in your example. All you have to do to fix the texture is rotate this in the TOOL:MODIFIERS:Preview window 90 degrees laterally, press Store, and press UVc again. Or, when you first create it, draw the parent ZSphere, then draw the child directly on top, rotate the object 90 degrees to the side in the main window, and move the child ZSphere straight out to the side. This will create a tube that is oriented along the Z-axis. (When you create the first ZSphere, its 'local' coordinate system is oriented with the Z-axis pointing out of the screen. When you rotate the zsphere object 90 degrees to the right, you are also rotating its local coordinate system 90 degrees to the right, and the z-axis now points directly to the right, or the left depending on positive or negative direction. Then when you drag the child ZSphere to the right, the mesh you will create will be oriented correctly for Cylindrical mapping.)

Frenchy Pilou
05-09-03, 02:52 PM
Ok I shall go to this Brillant Ken tut, Aurick :)
And Jay : A lot of trick indeepth :cool:
:p - ;) - :) - :rolleyes: - :cool: - :rolleyes: - :) - ;) - :p
You don't make a script ?
Pilou
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052521657fuw.jpg
Not absolutly perfect but I am on the way :D
Too much informations in the same time :)