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pixelmage
08-20-2006, 04:18 PM
Hey Everyone,
I'm taking my first stab at uv mapping an object.

My problem is that when I highlight a portion of my object and planar map it, instead of the uv's showing up over a solid checkerboard pattern in the texture editor, they are showing up as duplicates of the highlighted section. (see attached).

How do I rectify this?

Thanks for any input.

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pixelmage
08-21-2006, 01:57 AM
Ok so after a lot of hair pulling and experimentation I was able to come up with a fix for the uv texture pattern.

Now my problem is that the actual texture itself is blurry when I'm looking at it in shaded mode. In order to see how my uv checkerboard is lining up, I have to orient my model properly than do an IPR render,
move the uv's a little more, do another render, etc. Quite a pain.

Anyone have a fix for the blurring issue? I already tried hitting the icon for "Baking Texture." While it does make the uv pattern sharp in the editor window, it does nothing for the pattern as it appears on the model itself. And when I try going under Material Attributes>Hardware Texturing>Texture Resolution and try the various combos I only end up causing the texture to split and duplicate like it was originally doing.

Thanks for any help.

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barryk50
08-21-2006, 02:34 AM
Not sure why it would be blurring unless your original image is blurry. The repetition problem can be controlled by the repeat u and v attributes uinside the place 2d texture node. The higher the numbers the more repetitious the texture will be.

danlefeb
08-21-2006, 06:14 AM
Remember that your viewport is just a preview. Especially when dealing with textures, it doesn't show you exactly what it'll look like once you render it. If it did then it wouldn't take long to bog down your system. :) Use the IPR to your advantage and do little test renders to see exactly how it will look in the final render.

pixelmage
08-21-2006, 05:41 PM
Remember that your viewport is just a preview. Especially when dealing with textures, it doesn't show you exactly what it'll look like once you render it.

danlefeb thanks for the response. Yeah I know it's just a preview but it sure would help when I'm pushing and pulling my UV points to see how it's reacting with the grid real time. It's a pain having to render and re render all the time just to see how the uv's are lining up.

It actually updates real time, with a sharp image if I just have my object and the uv texture editor open. But as soon as I try to planar map or auto map my object to do some work, all of a sudden it does the blurring , duplication thing. Very annoying and I don't understand why.

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pixelmage
08-21-2006, 05:44 PM
Not sure why it would be blurring unless your original image is blurry. The repetition problem can be controlled by the repeat u and v attributes uinside the place 2d texture node. The higher the numbers the more repetitious the texture will be.

Hey barryk50, thanks for the response.

The original file is perfectly sharp. I'll go ahead and check the values again inside the place 2d texture node.

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wjhamilton
08-21-2006, 07:41 PM
- select your shader under the hypershade menu
- under attributes scroll down to hardware texturing
- put texture resolution to highest

hope this helps :)

-William

wjhamilton
08-21-2006, 07:45 PM
oh sorry didn't see that you already tried that :(

pixelmage
08-21-2006, 08:55 PM
oh sorry didn't see that you already tried that :(

wjhamilton, no prob. Thanks for playing anyway.

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pixelmage
08-24-2006, 04:59 AM
I still was never able to get the uv map to sharpen up in the open gl, but I just ended up using the IPR render to check on the placement for the hand area of my model.

When I started doing the arm, I just simply went to Material Attributes,
and assigned the existing material that I used for the hand. I resigned myself to using the IPR render again for this section of my model when surprisingly enough the texture came out clear and sharp in the open gl!

This leads me to believe there must have been some
aspect ratio issue with the texture as it interacted with the geometry of the hand. I sized down the hand relative to the body when I was initially modeling so it still is a mystery to me.

Anyway, my new problem can be seen in the attachment. For some reason the arm section seems to have some kind of gradient that
is messing with the opacity of the texture, causing it to bleed through so you can see the mesh underneath. Can't figure out what's causing this.

Anyone have any ideas?

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danlefeb
08-24-2006, 05:51 AM
Don't render the whole image each time, just render the selected area you're working on - that way you don't have to wait for the whole thing to render.

pixelmage
08-24-2006, 09:32 PM
Don't render the whole image each time, just render the selected area you're working on - that way you don't have to wait for the whole thing to render.

danlefeb, thanks for the reply.

Actually it's not so much the wait time for having to render the area, it's the fact that my texture grid is partly transparent when I do render it out.

Any idea what would be causing this?

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pixelmage
08-24-2006, 10:50 PM
Well looks like I was able to figure out my problems:

The blurred textures were due to the fact that I had mistakenly mapped my grid texture to the default material. For some reason it causes Maya get confused, causing the blurring issue. I deleted the default and created a new lambert material, mapped my grid onto THAT
and the textured showed up in the open gl pretty sharp.

The other issue with the transparent sections in my texture - I mistakenly loaded my grid texture into the transparency channel as opposed to the color one. Once I deleted that particular error, everything was fine with the renders.

So hope this little tid bit of info can help someone else out there.

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