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Found 6 results

  1. Hi Is it possible to project a sculpt stencil as uvw around a shape inside Cinemas sculpting tools ? Iv modelled the prototype, mapped the uv's, and made the textures and materials. I'm now sculpting in the detail of the texture onto the geometry, I got an ok result by pulling and knifing, then i used the stencil and its done a great job, but its just a 2d version of the texture ? Is there a way to wrap it around with uvw tag Textures are mirrored in seamless way. The projection is needed to apply all the deformation in the same place as the uvw / texture. Rotating the object wont work because i need the edges of the texture wrapped around to the centre of the object.
  2. Hi Is it possible to project a sculpt stencil as uvw around a shape inside Cinemas sculpting tools c4d ? Iv modelled the prototype, mapped the uv's, and made the textures and materials. I'm now sculpting in the detail of the texture onto the geometry, I got an ok result by pulling and knifing, then i used the stencil and its done a great job, but its just a 2d version of the texture ? Is there a way to wrap it around with uvw tag Textures are mirrored in seamless way. The projection is needed to apply all the deformation in the same place as the uvw / texture. Rotating the object wont work because i need the edges of the texture wrapped around to the centre of the object.
  3. Hi All, Once again I find myself wrestling with another UV/Bodypaint question. Is it possible to export a UVW map as either a vector file such as an EPS or as a flat 3d mesh such as an OBJ? On another note, can anyone recommend any top notch tutorials on UV's/Bodypaint as they seem to be pretty thin on the ground. Big thanks, Chris
  4. Hi Mographers, I have a challenge for you all. I'm working on a slightly oddball project that requires me to render out an animated UV map of an object. To add to the complication I also have to somehow include the lighting of the objects mesh on the render. To better explain myself here's a description of an overly simplified setup. Let's pretend I have a cube with a light spinning around it and a tiled texture which has an animated positional offset. Is there a way to render out the unwrapped UVW map of the cube so the texture is only showing on the parts that are being illuminated by the spinning light? Any c4d heroes out there with some insight? Is it even possible to render out an objects animated unwrapped UVW map let alone somehow include the mesh's illumination data? Thanks all! Chris
  5. Hello everyone! I am working on texturing a baseball from some macro shots. A preview of the overall animation is here. Below are some images that illustrate the issue I'm having. I am hoping to be able to texture the baseball as a whole to maximize flexibility (as opposed to texturing each shot individually.) So far my attempts to unwrap the UVs have been wildly unsuccessful. I'm now beginning to question modeling this from a spline with Extrude NURBS. It seemed like a much more logical approach as opposed to box modeling and trying to cut out all 182 holes by hand or with a Boole. For the life of me I can't find any tutorials on how to unwrap the UVs on an object that started as an ExtrudeNURBS. Every solution I have come across that uses a text object or some sort of Extrude, the solution is always "change the mapping to Cubic." As you can see in the attached images Cubic does not work. Any help is greatly appreciated Thanks everybody! (edit: sorry for the links instead of images, for some reason it won't let me post these images) The original Spline https://www.dropbox.com/s/o8va4d7myiidtrv/00%20-%20spline.jpg Cubic Mapping https://www.dropbox.com/s/fec6ub391irlpf6/01%20-%20cubic.jpg Spherical Mapping https://www.dropbox.com/s/msswkzwo1ffn2s4/02%20-%20spherical.jpg UVW Mapping https://www.dropbox.com/s/jvo0w3te169oaox/03%20-%20uvw.jpg
  6. I'm trying to get random UV offsets on the textures of clones of a mograph object. Basically I just want to offset the layered noise I have distressing these clones' texture. What am I missing here?
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