D
dsawan
Guest
wow, i am breaking into a sweat. good job with that skin. Hope a desert one or mediterranean one will be available. thx.
On the mapping issue.
I think the best is to use planar mapping for spinners, all in one piece from the front.
Apply a planar UVW modifier, rotate as shown using the angle snap tool.
Set size to whatever is appropriate.
http://www.classics-hangar.de/privat/mapping/grab_046.jpg
There'll be a helluva of stretching now that we need to unwrap.
Let's apply an Unwrap UVW modifier.
Should look like this:
http://www.classics-hangar.de/privat/mapping/grab_047.jpg
The poligons farther to the rear have almost no pixel space on the texture sheet so we need to scale up the crossections, progressively more as we go to the rear of the spinner.
Selecting vertices is best done by going to the "sideview" in the Unwrapper by selecting the UW mode from the dropdown list.
http://www.classics-hangar.de/privat/mapping/grab_049.jpg
Now select all crossection but those that allready have enough space on the sheet. Go back to the default UV view in the modifier and scale the vertivces up a bit so that the inner poligons on the sheet occupy fairly as much space as they do in the actual geometry.
http://www.classics-hangar.de/privat/mapping/grab_050.jpg
Go back to UW view and unselect the inner crossection, or in other words, select one crossection less than before.
Back to UV and scale up again.
Repeat until it all looks fairly even and equally spaced on the sheet.
Hope that makes sense.
http://www.classics-hangar.de/privat/mapping/grab_053.jpg
http://www.classics-hangar.de/privat/mapping/grab_055.jpg
nice plane but am I gonna fog up the window every time I exhale?