Bridge Commander Central
BC Forums => BC Modding => Topic started by: gdata on October 19, 2008, 01:24:40 PM
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I have a question regarding the mapping of cylindrical or spherical shaped parts of a model. I tried the 'usual' mapping techniques I used for more or less flat surfaces, but I always got strange distortions. Maybe someone of the (genius) 3ds max modellers being here at BCC can help me. I don't expect a tutorial or something like that...just a short explenation. Thank you.
I attached a pic of the model I'm trying to map.
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In Max, there are cylindrical and spherical maps built in.
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what I do for objects like this is divide it into four parts.
top, side1, side2, bottom.
Then I can apply flat textures using a planar map for each section. Then I just slightly adjust the textures I make to adjust for the angles moving away near the edges.
For example: with the top section, say the top 1/3 of the sphere, when you apply a flat texture using a planar map from the top down, the textures nearer to the edges will start to stretch out because of the shape. So what I do, is on the actual texture, shorten things like windows etc, so that when they DO stretch, they stretch out to the right length. Now , if you chop up the mesh right, it will greatly help you reduce the stretching.
While this technique is a bit more involved that using a spherical map, I find that it is both flexible and versatile. It's the exact way that I do nacelles. The only thing you have to be careful about is making sure that everything lines up in the mapping stage.
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But Gdata, the stock Legacy one is fine! :(
(It really is, considering it was never intended to be played).
Needed quite a bit of texturing work but it looks good ingame with those. I should know, I fought a hard battle to get ours ingame :P.
Nice looking model, though. Looks like the oooold school schematics for the Daedalus class from the old Technical Manual.
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no, the stock Legacy model sucks ;)
Thanks for the help guys. I'm gonna try DJ Curtis' trick tomorrow.