Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 4:48 pm)
Why would you have to retopologize it? The problem is with the UVmap, that it is not "flat". You'd have to redo the UVmap, which makes any existing textures invalid (they won't line up with the new UVmap) or you can get into texturing with some program that does projecting painting - however for any model of a curved surface, some amount of distortion is inevitable unless you map it with a very large amount of seams.
was just a guess. LOL I have run into that before with purchased models that I had tried to retexture. In those there were large polygons with smaller ones between and the transition between them appeared to be what caused the stretching. That was why I had asked if he modelled it. If he had he remap or retopo without a problem. it looks like his map pulls to one side as well as stretches.
If you want to projection paint it here is an open source app for that. Not tried it yet but looks promising.
pjz99 is right, uv mapping a sperical shape is always going to be a tradeoff, the whole purpose of uv mapping is to take a 3D shape and turn it into a flat surface so that a flat image can be applied to it, think about trying to flatten out a basketball without stretching out the surface, the only way you can do it is to slice it into a lot of pieces. so what you end up with is a map that's hard to deal with because you end up with seams between the split pieces. or you can try to map it as one continuous piece which is what spherical mapping attempts to do but than you are effectively squashing the surface flat, which means stretching, resulting in distortion.
In this case if it were my model I think I would split the whole helmet map down the middle with each side being a separate piece, than you can flat map them and stretch them out along the edge where the seam is somewhat to help minimize the stretching and that ridge down the middle would hide the seam for the most part.
Attached Link: http://www.morphography.uk.vu/uvmapping.html
Try RoadKill together with UVMapper - tutorial at the link.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.