Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 05 6:06 am)
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You could always convert the spline object to the vertex modeler and mess with the UV Mapping. Sometimes I get results that look a bit better if you do the initial model without the ripples and wrinkles then apply the shader. After it's applied, try going back into the model room and adding the wrinkles. Like I said, it sometimes works for me.
Hi Bookem,
This is one of those things about the spline modeler that is both a blessing and a curse. This time, it's a curse.
The bezier handles on the envelope/sweep path do more than stretch and smooth the object. Their use also does the same thing to the UV map. There are two ways to fix this: 1) distort your texture map to match/oppose the mapping distortion. 2) Convert the spline model into a vertex model, open the UV mapping function in the vertex editor and modify the UV mesh to remove the distortion.
Mark
Hey all. Thanks for all the good advice. I'm going to try these, but may be a little confused about some of them.
When you say UV mapping in the vertex editor do you mean the texture room. Or is this something that I'm gonna have to play around with for a bit to figure out. (Like most applications)
Not sure what a folded plane is. Unless I'm folding it in the spline modeler. :) Can you explain?
Really, I'm not too amateurish at this. I have been with this program since it was Raydream Studio so feel free to give me all you got. I just have never worked my way into the vertex part of the program and just moved to Carrara about 8 months ago. ($$) Okay, so maybe a little amateurish compared to some of you, but I work alone and don't really have anyone to knock ideas back and forth with. Believe me, I'd love to know more about it. Just hard on my own, that's all.
If you've got the bag modeled already, I'd second Ms. Nancy's first suggestion of using projection mapping. Should be in your shader channels thingy with the other options of parametric and spherical. Might seem a bit hacky compared to proper UV mapping, but if you don't need to do the opposite side, it should work just fine.
Might need to put a touch of reflective in the shader somewhere too, to get that shiny mylar-plastic look.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Or combine the two; go into the UV room and apply a new planar map, put on a reference texture (I use a checkerboard) and tweak until it looks flat to the actual shape.
A more advanced technique some Poser content creators have used is to actually deform your mesh until it is flat, map it properly, then reverse the deformation. Probably wouldn't be great technique on this bag, tho....I'd go with planar-and-tweak.
A last trick for some new model; UV map it when it is still a simple shape, then detail it using only tools that don't corrupt the UV map. Can be dicey, but when it works is wonderful.
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