This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
Noob here. I can't seem to find any solution to this, or most likely I'm just searching the wrong terms.
I'm making hair curls and my UVs start to "zig zag" at the twists and don't seem to follow the edges of my geometry. Any way to straighten out the texture here?
I must be doing something wrong. I tried selecting the UVs at the twist and unfolding, first just in the circled area, then the entire area of the twist. Both resulted in even worse texture:
Its kind of hard for me to explain the unfold option see if there is a tutorial on the net, you might want to try a larger area but not to big.................dave
the texture seems to be following the angle of the tris and not the quads which are the actual edges of my geometry.. I will check out a few more unfold tutorials but nothing seems to clean this up yet..
really I think the UV doesn't need to move as it's just a twisted cylinder and I want the texture to follow the vertical edges.. it is just going jagged against the lines I drew in the above screenshot.. maybe I'm wrong but no matter how I unfold the jagged texture remains in this area
I know it does not look nice but your UVs should look some thing like this, I used the checker box to show you the amount of stretch. I cannot use your texture on it as it would need to be deformed in photoshop to the shape of the UV shell and also there would be a seam to fix that I just do not have the time to do, I hope this helps................dave
the problem is that I am making several hairs that need to use this same vertical texture for all.. so I need to rely on the geometry to provide the twist in the hair
I think you would be better of creating long poly plane with straight hair textures going down and building the depth up, you will also need a propper alpha channel to control the transparencey.................dave
Unfortunately this is the only way the game engine (Second Life) will handle alphas so planes are not ideal. There is no way to choose the levels of alpha sorting so cylinder shaped hair is almost the only solution to hair with volume.
While your suggestion is appreciated, I'm really looking for a way to get the texture to follow the vertical edges of my geometry and not the intersecting tris.. maybe it's not possible though
EDIT:
So I was mostly able to fix it by just adjusting the NURBs so that the twist was a little more gradual and increasing the tessellation when converting.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off