Trying to bumpmap a sphere. I cant use uv layout for it because the size of the polyies varies near the hemispheres, and also as well, need to fit square/rectangular dimensions for the repeating pattern Im trying to put on.
Max built in 3D maps. Is there a way to convert a greyscale repeating texture into one? That would then lay the bumpmap out correctly. Then I could render to texture that.
Otherwise what suggestions? Geosphere uv layout suffer the same issue, actually worse since they are triangles
(this sounds weird, sorry, about to crash)
Replies
http://www.neilblevins.com/cg_education/blended_box_mapping/blended_box_mapping.htm
Would there be a way to do this in Zbrush? I thought not because the texture projection is flat unto the surface versus curved along the surface.
If there was some way to convert the repeating texture into Max 3D texture format?
Here is what it is
Eric, the issue is I'm attempting not to paint such because it wont line up easily because the surface will curve. and thus will have to attempt to make the horizontal and vertical lines match. I will be up front and say I know no way to do that will look correct. Paint it in zbrush?
As well, as quad spheres don't seem to keep there sphere shape after 1-2 divisions. Using this to burn normals onto a low poly geosphere.
Unless... I burn the height-map as a texture for the geosphere then burn a separate high polysphere for the roundness. Then in normalize the heightmap texture and overlay on the normal map.
Ok. That could work. But still have no way I can see to curve/squash the fibers
Oh snap.
How would I get a pattern or a brush to follow the path of a curve in photoshop? Like I was trying to stroke a path and the pattern and the brush I created from the pattern keeps its same horz and vertical position. So it wont follow the angle of the curve when I try to use it as a stroke.
How would one do this?
Edit: Here is what currently happens when I try to stroke a path with the pattern (as a pattern or a brush).
I then baked both those out and manually blended them in PS (tooka few hours.. maybe shouldnt have baked it 2048 :P ). I know the blend in max now (thanks for the point out, downloaded that guys tool pack off his site), but from above as could see, wasnt giving right effect.
So anyhow this is what I ended up with. I know this is overkill and still isnt that great. But it is a weapon in game so closer to gamers view than just an environmental asset.
Thanks for all the suggestions. Just wish there was a simpler way to create procedures for us laymen.
(the nipple is on purpose per to blow up)
To do that pattern in a texture would be a pain in the ass. I think you arrived at a good compromise.
The Oh snap was because after I typed out my first sentence, I did a Google Image search and found that image. No need to head to the store!
The search term I used was "red rubber ball", and set the size in the left menu to "Large". That ball photo was the 2nd hit!
There definitely are some areas where the patches have 4-5 lines and areas they have 3, I also see some overlap and gaps as they rotate the pattern. So I don't see a way to get the results you want with a flat pattern texture... =/