recently i was trying to texture a suguaro-type cactus and ran into some
problems. for the sake of argument, let's say the shape is a "candy
cane" because the problem is the same.
how could you effectively apply a texture of diagonal red-and-white
lines to a candy-cane shape and get the desired result? the only method
i could come up with was to start with a cylinder, apply and cylindrical
map, and then use bones to bend in into the cane shape. this method
isnt' the most desirable cuz (1) it takes a bit of setup time (2) you
don't have the same precision in determining the shape of your object
with this method and (3) i know i'm no adept and believe a more
efficient way probably exists.
any assistance appreciated,
tim
Morph Targets, make two objects, one straight, then bend to desired shape.
Texture straight obj, morph into bent obj.
Ideally Lightwave needs to support UV mapping. If you got the money to
throw down on a plug-in you can get one from Cinegraphics.
http://www.cinegraphics.net/Products/uview.html
And it has some nice game-oriented things like vertex coloring, etc. But at
$700 for the whole shebang it a bit much unless you really need the
features...
steve
steven(at)balo(dot)com
Use a morph target....
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Just think.. if LW supported UV I wouldn't be so sad that I can't afford
Cinegraphics plugin. :-(
Eileen Davidson
It's a shame that I occasinally have to change the geometry of a model jsut
so I can texture it in a timely manner...
steve
steven(at)balo(dot)com
EileenRA wrote in message
<199809011906...@ladder03.news.aol.com>...
Heck, you could model in the stripes, and twist the cane in the same
way, before bending it.. all in layout, no maps needed.
> So in the case of doing a candy cane, its just a matter of loading a
> straight tube into layout ( make sure you have enough sub-divisions to make
> a smooth bend) , apply your texture map, create and place two nulls to
> control the bend, then go into the displacement map plugins and select
> Deform::Bend. Assign one null to be the base (where on the object the bend
> will take place)
> and assign the other as the "handle", which will control the amount and
> direction of the bend. Move the handle null around and watch the object
> bend.
> You can animate by keyframing the nulls. I've done some real cool object
> modifications using this feature without having to fuck with bones, I.K., or
> morphing.
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