Hello all,
Is the tunnel just to big to texture or am I a complete noob ?
No matter how hard I try to get this right, each method has an artefact that I cant resolve. I have tried uv mapping, solid, planar, cylindrical projection etc and I tried the texture replicator with no joy.
Planar projection tiling works best but I am getting smearing on the roof and I am wondering if it is a viable option to just add an image map and paint over the smearing with the same texture but this seams like a work around for something that I am doing fundamentally wrong. The scale of this tunnel is not helping matters and I dont have any issues with smaller geometry so I am thinking that the scale might be the problem, 2 km in diameter.
If I take small segments of the tunnel and uv map them, then add the texture they look great but it means I am going to have multiple uv maps just for the tunnel texture. I have scoured the web and experimented for weeks now but I am still banging my head off the wall.
Below should give you an idea of what is going on, its frustrating.
Planar tiled:
Planar tiled test img:
Seg uv mapped texture:
Seg uv mapped test img:
Planar tiled texture smearing:
/seguvmapped.jpg[/IMG]
A no go
The uv maps have not been aligned properly to the uv space btw so they are ruff and ready but I do get better results with them as you can see. I know this is not a great texture to begin with but the idea is not to cut corners and learn how to do this correctly even if it takes me months.
If I have done my homework I have 3 options:
1.Create an image map and paint over the smearing
2.Clone the roof and use the texture replicator to cover the smearing (cant use normals with this option)
3.Cut the tunnel into 4 parts and uv map them correctly (means multiple uv maps for one texture)
Any advice or opinions on this would be great guys.
Thanks for your time.
Pete
Replies
good luck!
Sorted it out, just used the uv peeler and pulled up the uv for tilling. Now on with the lighting