Silgrad Tower from the Ashes

Full Version: Modelling question
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4
I've got a complicated question (to ask anyway). If making an object by deforming a primitive like a cylinder, if you pull out the cap sections to round off the main length, it screws the mapping as it's still classed as two planes. Is there any way to fix this?

Ta
I don't know if it's the easiest way or not, but I'd open up the uvw mapping and adjust it manually.
Not sure I fully understand, but if you add the uvw mapping modifier just above the primitive then the object usually keeps it's mapping even as you deform it. For example you can make a thin cylinder, add a cylindrical uvw map with a rope texture, and then bend the cylinder 90 degrees and it'll look like a hanging rope.
To make things a little clearer, here's a screenie. Good old Screenies.

http://uk.pg.photos.yahoo.com/ph/nick.de...pg&.src=ph

Got bored and decided to brush up on my modelling skills by making a Silt Strider... Figured it would be quite hard (I'm still sorting my redware stuff, this is just practice). You can see the problem areas quite clearly, one on the head, one on the tail.
It didn't make it clearer for me, sorry. If you snap a shot at every stage where you get the undesired effect it probably would. Smile
Hehe... This should make things clearer.

1: I made the body from a cylinder like this one:

http://uk.pg.photos.yahoo.com/ph/nick.de...pg&.src=ph

2: Imagine the cylinder is the middle of the body. To taper off the head and tail I pulled out the cap segments (the highlighted vertices) into a point like so:

http://uk.pg.photos.yahoo.com/ph/nick.de...pg&.src=ph

3. Since max thinks this is still part of the cap it deforms the texture:

http://uk.pg.photos.yahoo.com/ph/nick.de...pg&.src=ph

From this you can make out that the head and tail suffer from this texture deformation (I just slapped on a random texture to highlight it).

Better?
Yes. That always happens when you deform a model that is already mapped and (I think) who's uvw mapping modifier has been collapsed. Either collapse the modifier tree and set up the mapping again, or cut off the parts you extruded and map them separately, whichever is easier for that specific task. Smile
I'll give that a try. Cheers guys.
:banana: looks like the beginning of a silt strider! :bananarock:
Heh... T'is that. Love silt striders. It's the first thing I saw in Morrowind that made me go 'Oooooo'.

Might deck him out as a war-strider. Archer-decks, artillery, banners and the like Smile
Pages: 1 2 3 4