Ok this is driving me crazy, but does anyone have any tips or suggestions for doing a uv map of dome roof and keeping the texture resolution even all the way across? At first I tried spherical, but of course the texture is all jacked at the pole and not even all the way across. Planar from above or the side doesn't seem to work as well.
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I don't see a uv map working in this situation.
If you hate unwrapping like I did at first, go find a program on google called Roadkill. It'll help a ton with unwrapping, and it is 100% free.
Er, good question on what type of texture lol. At this point I really don't know what direction to head as far as the best way to texture this. I've thought about tiled, but its something I've never tried and don't know much about, other than thirding the walls.
As you can see the roof UVs are jacked up. This is a screenie of trying a planar map from above. When I tried spherical it was even more jacked up around the pole. I tried another version where I rotated the dome on its side but then I had two jacked up half poles instead of just one at the top.
@RexM - Thanks for the suggestion, I had actually thought about that but wasn't sure how well it would work out. I'll give it a try and post the results.
You should also try a relax on the planar map, as you can get *better* results than that, but you'll never get quite perfect. Depending on the type of material it may be good enough. If you haven't done this already that is.
@EarthQuake - Thanks! I actually tried relaxing it but for whatever reason I didn't see much of a change.
Instance and then rotate that same piece around 3 more times to finish it off(not literally mirror it like i suggested above)
Thanks! I'll give that a try. So I'm guessing that the lesson here is that domes are just a pain in the ass period.
http://wiki.polycount.com/CategoryEnvironment#Environment_Skies
Also check the images here for possibly better dome topology.
http://wiki.polycount.com/Sphere%20Topology