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AlexisB

What's wrong in my mapping

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Hey guys,

 

so this is a hair texture i've added to a Metaball object with spheres inside it. 

 

Screen_Shot_2019-08-19_at_2_37.09_PM.thumb.png.2dcd9271e2abec29d154c90430358d10.png2139171276_ScreenShot2019-08-19at2_37_45PM.thumb.png.30249cf2c9915173cbece2110405c7ac.png

 

The Bump Image texture i've used on both is this 

1987234802_ScreenShot2019-08-19at2_39_22PM.thumb.png.40e238b1122ad832c64cef42a8251ba7.png

 

As you notice, the mapping on the Metaball is elongated in places and it doesn't look good or evenplaced

 

144844206_ScreenShot2019-08-19at2_41_25PM.thumb.png.072917dc93732193a1e385f9796b4d09.png

 

What am i doing wrong?

 

I put the Image Texture in the Bump Node and added a Transform to it. I usually make it "3D Scale" and the Projection i tried a couple and went with "Box" which seemed the most realistic..

 

Why do you think this is appearing as that? I'm sure there's something I'm missing in Mapping textures so i'd appreciate a feedback or a resource..

 

Thanks!

 

 

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Hi, can you upload you scene file? This is probably due to wron projection of the UVs but I can only be sure by checking the scene file.


| MAXON Quality Assurance Specialist | 3D Asset Creatior | C4D Cafe Manager | Gamer in Heart | :compEnjoy:

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That's actually quite a hard thing to correctly UV map, and that is what you will need to do, because none of the standard mapping projections are really suitable for this sort of organic shape....

 

Like Igor says, we'd need the file to be able to advise further, but if you have made this with a metaball, then the topology you will have for this will not be helpful for UV mapping, so you should consider retopologising it really very low poly before you even start the materials...

 

CBR

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Although metaballs are useful for quickly putting together a rough shape, I wouldn't use them at all in any model I needed to UV map. Here I started with a simple 8 segment sphere instead, which I deleted the top point of, and just extruded the top around the general shape of the hair I was trying to make, using as few polys as possible. As you can see, this gives us a subdivided result that is not only a good deal simpler and better to UV map than any metaball result, but also a mesh that is all regular quads and eminently more suitable for later revisions / easy editing...

 

Metahair.thumb.jpg.f5ee1ea517cd5a1db1d1755f2d006d79.jpg

 

CBR

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  • Sure thing! there you go guys

    https://wetransfer.com/downloads/8ddef223f426224a0f7053eb56bb13c320190819132804/797b1907ceae7e14e1e97e1f86d8967320190819132804/bea94a

     

    In this document the tile used for the "holes" in the hair is this 

     

    Tile.v1-BM-32.thumb.png.2a0ad5d7f38f15625889c5e232573bff.png

     

    Currently its set on OSL Projection which i'm guessing is wrong, but on all of them it doesn't seem to quite fit, which is why i asked the question.. cause i didn't know which projection works for which form persay, does "Mesh UV" for example work on all shapes, etc

     

    I will check it out @Cerbera! One thing though for a newbie Metaball is excellent for modelling and advancing shapes, but it seems not good for texturing

     

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    Mesh UV Mode will be Octane's equivalent of UV mapping, which will only work if you have UV unwrapped your object properly...

     

    Doing that is an art unto itself, but it is what you need to do to get this mapping properly...

     

    There are many ways to unwrap this sort of shape. Here is how I'd unwrap it - essentially I chose to seam it straight down the middle, and do mainly a frontal projection, which will give you least distortion when viewed from the front where your camera is likely to be...

     

    1196771215_hair50-50UVa.thumb.jpg.3ef5047788b3f21840fe9b7e2197d1fd.jpg

     

    1638099548_hair50-50UV.thumb.jpg.971a16910908c94ecec40b2fd64c0f7b.jpg

     

    In the lower pic you can see the UV map result, firstly just the UVs on the base mesh, and then with your bump texture on the subdivided mesh... there is some distortion using this method (as there always will be to some extent when mapping a 3D object into 2D), but it is mainly limited to the inner surfaces where it will be obscured by the face. Crucially, it is even pretty much everywhere else.

     

    CBR

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  • Oh!! I had completely forgotten about that.. What i did was right click the texture, "Fit to Region" then as you said selected which region it should fit and it worked.. Does this work on ALL shapes? I should try to remember this at all times!

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    I'd be surprised if that did work, because it shouldn't have done ! Box Mapping is not suitable for this mesh because none of its surfaces are planar !

     

    Here's what your object should look like if UV unwrapped as per my methods above, using your newer bump map...

     

    1665030647_hair50-50UVb.thumb.jpg.c9469d401ab04682733c273ec747e6eb.jpg

     

     

    CBR

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