Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I'm creating a 3D model of an old historical building here. For the basic shape of the building, I started with a polygon cube--I just split faces, dragged edges, etc. . . . until I had the shape I wanted. Windows and doorways were created using boolean > difference.
Now I'm trying to apply some textures, and I'm in trouble.
As you can see in the image, the face I've applied the brick texture to is showing all sorts of distortions (presumably from the way I modeled it). It's a single "flat" face, in theory, but it's tiling the texture as if the surface is all stretched and distorted.
Am I screwed? What can I do to make this face "flat" and undistorted when texturing it?
Sorry, I have to resurrect this thread. I never figured it out and I'm just now coming back to it.
Again--as it is--the texture is applied directly to the surface pane you see. Is there a way to project it so that it doesn't show the distortions created during modeling?
Acid's suggestion sounds promising, but I could use a little more guidance and Maya Help isn't helping because I don't know enough about what I'm looking for.
Could I talk someone into giving me a little more direction?
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