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Spherical Mapping

  • Seldoon182
  • November 26, 2007 at 9:15 PM
  • Seldoon182
    • November 26, 2007 at 9:15 PM
    • #1

    Hi guys,

    How do you know about spherical mapping ? I was wondering a uvw easy to paint over...

    I sketched some of my try...

    [Blocked Image: http://pix.nofrag.com/e/3/c/dc7ebb4eae1ec92087579868d550a.jpg]

    The Idea 1 seems to be much easily to paint but the render doesn't work. The Both second and third one are powered by the Spherical mapping tool with default settings but aren't really helpfully to paint over...

  • Warby
    • November 26, 2007 at 9:24 PM
    • #2

    idea 3 with one more ring on each pole is the way to go

  • clayman
    • November 26, 2007 at 10:13 PM
    • #3

    def idea 3

    keep in mind to try to keep the uv as simple as possible, the more stiched it is without streching the better..

  • Seldoon182
    • November 27, 2007 at 2:44 PM
    • #4
    Quote from Warby

    idea 3 with one more ring on each pole is the way to go

    What do you mean more exactly ? Should I edit my mesh ?

  • Warby
    • November 27, 2007 at 4:53 PM
    • #5

    http://artpad.art.com/?js6c7s1g93wo no just the uvmap

  • Seldoon182
    • November 28, 2007 at 2:48 PM
    • #6

    How do you want me to add a new ring around my uv Warby ?

    [Blocked Image: http://pix.nofrag.com/f/1/0/668c9ef07eea534a975a26350e046.jpg]

    I still don't understand...

  • e-freak
    • November 28, 2007 at 7:28 PM
    • #7

    instead of just the highest "ring" you take the two highest rings. so in your uv map there would be only 2 rows left for the middle and then you have 2 rings!

  • Seldoon182
    • November 29, 2007 at 4:00 PM
    • #8

    [Blocked Image: http://pix.nofrag.com/7/3/e/aec37b3976fb019dcea3f91a0a7ad.jpg]

    Awesome ! Thanks a lot !

  • zaphod
    • November 29, 2007 at 5:54 PM
    • #9

    ah, the old "cock n' balls" spherical mapping technique.

  • Psyshokiller
    • November 29, 2007 at 6:42 PM
    • #10

    Hahahahaha that made my day.

  • Warby
    • November 29, 2007 at 8:28 PM
    • #11

    yeah the newest one is how it should be

  • Buddy
    • November 29, 2007 at 9:55 PM
    • #12

    put right ball next to left ball so it won't waste space you can also cut the main strip into 2 and relax if you want more even uv sq.

  • Seldoon182
    • November 30, 2007 at 1:01 PM
    • #13

    If I move the left ball next to the right one, it might be harder to paint over the bottom sphere (which are the left ball) thought... no ?

    I started to skin my model well thanks to Warbest and I'm nearly done. Gona peep it !

  • Warby
    • November 30, 2007 at 1:44 PM
    • #14

    thats not a sphere its a smoothed cube

    no thats definitely also a good way to go about it but he asked how to specifically uv map HIS geometry which doesn't look like yours at all

  • Whoot
    • November 30, 2007 at 2:14 PM
    • #15
    Quote

    This also makes it easy to texture it in such a way that there are no seams visible at all! Which clever texture artist can tell me how, you'll win my prize!

    http://%7boption%7d

    Do i win?

  • Psyshokiller
    • November 30, 2007 at 2:36 PM
    • #16

    Clever techniques there, Peris and Whoot. Will come in handy sooner or later.

  • Synthesizer
    • November 30, 2007 at 5:44 PM
    • #17

    Copy, paste, and rotate?

  • Bic-B@ll
    • November 30, 2007 at 7:44 PM
    • #18

  • dux
    • November 30, 2007 at 7:54 PM
    • #19
    Quote from Bic-B@ll

  • Sindwiller
    • November 30, 2007 at 10:04 PM
    • #20

    Ohah

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