Forum: Carrara


Subject: Texturing problem

DocMatter opened this issue on Oct 19, 2012 · 12 posts


DocMatter posted Fri, 19 October 2012 at 12:24 AM

I created a wall with a hole in it by creating a box and then a spline object to use for a Boolean operation.  The hole turned out great, but now my problem is texturing the darn thing.  I have two textures, the wall and the inside of the hole.  The wall is supposed to have a texture map of a wall with graffiti on it, but you can see the result.  I've posted both the rendered result and what it looks like in the modeling room.

Is there any way I can get this texture map to work?

Thanks!


benney posted Fri, 19 October 2012 at 12:54 AM

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.


GKDantas posted Fri, 19 October 2012 at 5:20 AM

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

Follow me at euQfiz Digital




Kixum posted Fri, 19 October 2012 at 8:25 AM

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


DocMatter posted Fri, 19 October 2012 at 9:11 AM

I've already got textures assigned separately to the surface and the inner part of the hole.  So I guess my problem is in the mapping of the surface.  I've never been very good with playing with UV maps, so any additional info would be greatly appreciated.  ;)


Kixum posted Fri, 19 October 2012 at 12:37 PM

I use projection mapping most of the time.

 

ill post something tomorrow.

-Kix


GKDantas posted Fri, 19 October 2012 at 12:58 PM

Take a look at this video that I did right now:

http://youtu.be/Hat7ArEVR34

Follow me at euQfiz Digital




DocMatter posted Fri, 19 October 2012 at 1:16 PM

Played around with the mapping and with a little resizing of the original texture in Photoshop, I got it to work!  Thanks to all!

benney posted Fri, 19 October 2012 at 3:02 PM

Glad to see you have it sorted


Kixum posted Fri, 19 October 2012 at 6:41 PM

Looks great!

Like I was sort of saying before, you can do the exact same thing without UV mapping But using projection mapping.

This is especially easy when you have such a regularly shaped surface.  I think its faster and easier.

Glad you got it working!

-Kix


DocMatter posted Fri, 19 October 2012 at 6:58 PM

I'll look into the projection mapping and see if I can also do it that way.  Maybe it'll look even better.


ShawnDriscoll posted Tue, 23 October 2012 at 10:50 PM

Looks good.  The cracks need either displacement or normal maps for that extra something.

www.youtube.com/user/ShawnDriscollCG