mouseman Posted July 3, 2011 Share Posted July 3, 2011 Duration: 12:02 Suggested viewing size: 480p Shows how to do cylindrical mapping using the tire treads of a school bus as an example. NOTES: 1. See rodger_r's suggestion for another way of doing this. I have not yet tried it. http://www.hash.com/forums/index.php?showt...dpost&p=... The method I used is probably a little better in cases like mine where you have multiple object (e.g. tires) to map at once. 2. Around , I said the first approach was to drag the image on top of the tires. Specifically, it was dragged on top of the "Tire Treads" group. 3. The URL for the tire tread texture is: http://www.coroflot.com/micjwelch/textures/5 It is by Michael Welch. 4. Around , I could have been slightly more efficient by moving both front tires in the Z direction at the same time. Similarly with the rear tires beginning around . 5. Around , I select points that are not the treads, hit the period, then hit "H" and "H". This worked fine, but I could instead have selected the "tire tread" group I already had and hit "H" and "H". 6. Around , it didn't render at first because of the bug xtaz recently reported with rendering in the live view under Windows Vista + Windows 7. 7. At the end around , I was looking for the property and didn't find it. Just select the model, in the model's Properties window open up "User Properties", and select the property, right-click, and delete. Here's another thread on texturing a tire: http://www.hash.com/forums/index.php?showtopic=37279 Here's a thread where MMZ_TimeLord creates geometry for tire treads. Yves has a great description of the difference between bump and displacement normal maps. http://www.hash.com/forums/index.php?showtopic=21535 Quote Link to comment Share on other sites More sharing options...
itsjustme Posted July 3, 2011 Share Posted July 3, 2011 Thanks, Chris! Quote Link to comment Share on other sites More sharing options...
largento Posted July 3, 2011 Share Posted July 3, 2011 Cool, Chris! Nicely done! My first thought was that you could rotate the decals in the offending patches, but then we wouldn't have gotten to see this solution. :-) Quote Link to comment Share on other sites More sharing options...
mouseman Posted July 3, 2011 Author Share Posted July 3, 2011 Cool, Chris! Nicely done! My first thought was that you could rotate the decals in the offending patches, but then we wouldn't have gotten to see this solution. :-) Thanks. I could not figure out how to rotate decals and not have to apply them individually (that seemed like a lot of work), so I went ahead with this method when I read about Robcat's approach ... it didn't give step-by-step instructions, so I figured out how to do it in my circumstance. This is a little embarrassing, but I've never much used poses for anything other than ... well, posing. I've avoided doing anything but basic rigging from scratch all these years. So this was an exercise for me in using them effectively. It was funny hearing myself switch back and forth between saying "zee" and "zed". Quote Link to comment Share on other sites More sharing options...
largento Posted July 3, 2011 Share Posted July 3, 2011 I wasn't aware it could be done for the longest time. You just use the patch group tool to select one of the patches, right click on it and select "rotate image." It will rotate the image visible in that patch 90º clockwise. You might have to do it twice, if the image is upside down when you rotate it. Quote Link to comment Share on other sites More sharing options...
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