UV projections for bump maps.

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

UV projections for bump maps. // Archive: Tech Forum

1  |  

Post by Birdnest // Feb 26, 2006, 7:18am

Birdnest
Total Posts: 152
pic
How do I determine my UV projections for a bump map? On certain objects of mine, the bump map is very stretchy in some places and very large in others.


So how is this done?

Post by GraySho // Feb 28, 2006, 11:58am

GraySho
Total Posts: 695
pic
The uv-mapping of your objects apply for all shader channels. That means that your bumpmap has to match the layout of your texture map. Seperate uv-coordinates for each channel would be overkill for uv-mappers :D .


If your bump map is streched in some places you have to remap your uv's. Select all the faces that have your bumpmap applied and directly open the uv-editor. In the editor window you see how the faces are distributed over the bitmap, and you can arrange vertices, edges and faces much like you would manipulate them in 3D space. I hope this is not too confusing ;)


Note: you can select all faces with the same material with CTRL+Select using Freehand in Point Editing. Very handy for UV-mapping. When I'm mapping a lowpoly model, I'm always coloring the model with very basic colors first. All faces that will get the same uv-projection get the same color. Afterwards it is very easy to reselect the faces with CTRl+Freehandselect if something goes wrong and have to remap.

Post by Vizu // Feb 28, 2006, 12:51pm

Vizu
Total Posts: 628
pic
or you try it with a material rectangle ....
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn