Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)
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The issue has been created due to using boolean to create the hole. the only way you can create a hole in a wall is to literally model it or use an alpha map as part of the texturing process. Boolean is OK using proceedural textures that don't form a regular surface but as soon as there is some form of regularity wether it be proceedural or UV mapped image base, booleans sends the whole thing hay wire.
You will need to recreate the UV map for it: select everything less the hole and apply a planar projection to it. The hole will need to have a different UVmap. A good way is to create two shader domains, one for the hole and other fot the wall.
Benney is right about the hole problem, the best pratice in modleing is to use extrude or bevel to model the hole... never use booleans.
http://youtu.be/9F_bjHVYr5I
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My method for this is to select the polys that I want for one texture and assign it its own shading domain in the modeling room. Then select the polys in the hole and give that a different shading domain.
Then, use a layers list for the texture, and assign different multi channel structures to the different domains.
You can use projection mapping to get the wall graffiti to work no problem.
it sounds complex but its not too bad. The result you want can be done no problem.
if you want more info, let me know and I'll post it here.
-Kix
Looks good. The cracks need either displacement or normal maps for that extra something.
www.youtube.com/user/ShawnDriscollCG
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Is there any way I can get this texture map to work?
Thanks!