Sensational Sunstone Textures
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02-18-2009, 04:02 PM,
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Sensational Sunstone Textures
I had a great find today on the free textures websites whilst browsing for metal textures....Aztec Sunstone textures!
I have a few issues with getting these to show up as I would like them to in some areas (see first screenshot) as I can't position the pattern correctly but for circular textures (see other shots) and, if we were to create a circular stone ornament ready to be textured, then this would work wonders, methinks. The big plan is to use the very mossy-looking texture as an overall ground design for the mossy ruin....but I would have to be able to separate the texture paths (is this UV mapping?).
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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02-18-2009, 07:52 PM,
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looks very sweet. getting the texture (round) to match up with the square hole in the first picture is UV mapping simple alterations of the map can be done in nifskope and its probably enough for your purposes. are the round ones incorrectly positioned as well? i personally think those look sweet.
im not sure what you mean by the second statement... do you want the new texture to look mossy too? anyways, to edit the UV mapping in nifskope: 1) open object and find NiTriStrip whose texture you want to modify 2) rightclick the NiTexturingProperty and select Texture > Edit UV 3) this opens a separate window with a picture of your texture and a whole bunch of lines and points. these lines and points are the polygons (triangles) of your 3D mesh laid out on your flat texture. 4) find the points that correspond to the section of texture you want to edit (some maps are really confusing, try moving points while looking at the model render to see what corresponds to what) and move them to where you want them on the texture. you can move them outside the main colored texture as well, since the engine just assumes that the texture tiles (repeats) both horizontally and vertically. beth did this, so sometimes you need to check outside the texture's main boundaries for the part that you need. dont have access to nifskope atm, but i think thats how you do it (the path to click may be off, but its easy enough to find) Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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02-18-2009, 08:19 PM,
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Quote:Originally posted by Lady Nerevar Thanks for the tutorial. I'll try to remember that but I'm taking on a lot at the moment and I just don't have the willpower to try another new thing today. I had meant that I'd wanted to have the full circular design overlaid onto the floor within the mossy ruin. The only way I can think of that being successfully accomplished is by altering the UV mapping. There are parts of the Ayleid tileset that have pieces separated up into quads around a central section that forms a circle in the middle. Each piece has a quarter of the circle but the UV mapping displays 3 concentric rings that would need to be combined. I think I might be able to get the texture to display properly if the texture arranges itself around the axis in the same way that it appears as a quad in the first screenshot. I'm not sure if that would work though.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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