Texture mapping help
Blitz3D Forums/Blitz3D Programming/Texture mapping help
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I want to create a golf ball by mapping a texture with a circle in it onto a sphere - unfortunately it looks really naff at the top and bottom as a result of the way the texture wraps. Is there any easy way to get around this? |
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With Spherical mapping you will always have deformation at each pole if you use a standard texture. You can reduce this distortion to just the one pole using Shrink-Wrapping. To eliminate the distortion completely you have to use a texture that has been prepared for use as a Spherical map. This is a procedure that distorts the map prior to mapping so that when it is applied no distortion appears. You can create this type of texture with a program like Texture Maker. |
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Cheers, Citizen Smiff, I'll take a look at Texture Maker. Power to the People!!! |
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Depending on the polygon count you are after you can often use a subdivided cube instead of a sphere with north-south poles. By using a cube and subdividing it to smooth it into a sphere you get nice even texture coordinates. |
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Joe- Sounds good-how would I go about that in broad terms? |
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Depends on your modeling tool. In 3D Studio Max for example you create a cube, assign texture coordinates (this is done automatically with a checkbox,) and then apply Meshsmooth. |
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TA! |
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Or indeed use a geosphere... plonk all the triangles on top of one another and make a really simple texture that put the dimple (or a few dimples) in the middle of the triangle. |
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Thanks again- plenty of avenues to explore now. |