UV Mapping Question

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UV Mapping Question // Archive: Tech Forum

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Post by RichB // Feb 17, 2008, 7:26am

RichB
Total Posts: 7
This is a newbie question and I've used the search to try and find my answer without satisfaction, but I'm at my wits end.


I have modeled an integrated circuit package and want to put a company logo on the top of the package; however, I just cannot figure out how to do it so that just the top of the model is affected rather than having the entire upper half of the model overrun with the logo.


Does anyone have a link to a good tutorial on how to do this?


Rich

Post by Tiles // Feb 17, 2008, 7:48am

Tiles
Total Posts: 1037
pic
Select just the face/s in question, set up the UV space to your needs (planar mapping here, and scale the UV space so that it is square in the Object Info Box. It snaps to the size of the selected face/s when you map planar ... ), and paint it with the material of your logo.

Post by RichB // Feb 17, 2008, 9:26am

RichB
Total Posts: 7
Do you know if the alpha channel can be used from the .jpg image that contains the logo so that it doesn't end up just being a rectangular tag on the surface?

Post by W!ZARD // Feb 17, 2008, 9:54pm

W!ZARD
Total Posts: 2603
pic
JPEGs don't contain alpha channel information but if you open your jpeg in a 2d graphics app - like The GIMP - and convert it to a black and white image you can use that as a mask in the Alpha channel of your trueSpace shader - at least you can in LW and the DX9 Shaders - don't know about Vray and I don't think its possible with Dribble yet as that doesn't support layered materials yet.


HTH

Post by TomG // Feb 18, 2008, 6:29am

TomG
Total Posts: 3397
Lots of ways to achieve this :)


1. As noted, select just the faces that need the logo, and paint it onto those only. Adjust the UV map for those selected faces only to make it fit.


2. Create a texture for the entire top surface, with the logo in the right place. This could be good for adding all the little details like the circuit lines etc anyway. Also handy if your object doesn't happen to have faces in just the right place for you to paint differently from the rest of the model.


3. Use a Material Rectangle if you are working in the Model side with Lightworks. This lets you overlay an image onto just a part of the model, and you can move it around independent from the underlying texture or geometry.


4. Use an alpha map - as noted, JPGs dont have alpha information, so you can either store a separate greyscale image to use in as an alpha mask in tS (under the Transparency shaders), or you can use PNG or TGA, both of which do contain alpha information. With alpha information in either form, you can then use layered shaders in tS to apply the logo on top of another color / image etc - adjustment of UV mapping and texture may be required (eg you may have to have the image large enough to cover the whole top surface, but with nothing in it except your logo in one corner)


HTH!

Tom

Post by RichB // Feb 18, 2008, 7:39am

RichB
Total Posts: 7
Thanks everyone, you've been very helpful.


-Rich
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