Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 09 11:21 pm)
Some stretching is inevitable on a complex shape ... after all, the
fabric of the real thing will stretch in places also.
You might try separating the mesh into a front and back piece,
divided at the point where you'd naturally expect a seam or stitch.
Set up the two pieces as material zones, then map each in
Planar mode on Z axis. That might give less stretching than
Cylindrical mode.
(If this is what you've already done, sorry!)
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My ShareCG freebies
planar mapping will always give stretching at the seams. that's why they switched to pseudo-cylindrical mapping in V3 and later models. it's not an easy topic to describe here, unfortunately, but perhaps somebody in the UVMapper forum can answer this question again. but if ya got a v3 model, just look at how the template appears for the v3 obj file in UVMapper.
when i make shirts and stuff i use cylindrical mapping, and before exporting the model, i define front, back, and side groups. really helps with texturing, eliminated a lot of stretching. also might need to define collar part and sleeve. just chop the texture up until it maps nicely. even if you map the entire front back side at the same time, having them defined separately helps the uvmapper make a nicer map
great looking shirt by the way
Hi pbellows,
Does hexagon have uv mapping? If so does it have an atlas or pelt mapping function. Also, does it have a split by seam and weld by seam function? The reason I ask is to get the most accurate mapping, with the least amount of stretching, you will need to atlas or pelt map your model.
Cheers,
Patorak
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Attached Link: http://i62.photobucket.com/albums/h107/pbellows/Untitled.jpg
Here is an image of a shirt I have made. As you can see, the texture stretches down the sides. How can I fix this?