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Author Topic: Mapping problem  (Read 2374 times)

falloffalot

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Mapping problem
« on: September 20, 2008, 09:14:44 pm »

Why am I getting this strange effect when I try & map these wings?  ???
I use UVMapper then Photoshop, I've flipped & fixed normals but still no joy.

I've textured using this method hundreds of times and this has never happened.

Thanks
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floyd86

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Re: Mapping problem
« Reply #1 on: September 20, 2008, 09:58:02 pm »

looks strange indeed. Have you tried to merge points and have you looked if there maybe 2 faces upon each other?

neirao

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Re: Mapping problem
« Reply #2 on: September 20, 2008, 10:02:40 pm »

leave the archive for download...

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falloffalot

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Re: Mapping problem
« Reply #3 on: September 23, 2008, 09:00:28 pm »

Scrapped then wings and started again........sorted.  ;D
Still don't know for sure what was up  ???
I think it had something to do with what's happening in this pic:


The edges without the black line, no idea what the correct term is.  :P
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3D Joe Wiltshire

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Re: Mapping problem
« Reply #4 on: September 23, 2008, 09:21:33 pm »

Hate it when that happens, when a face overlaps and everything messes up.
Good luck in your plane / jet / whatever it is.

Looks futuristic.
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Raxx

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Re: Mapping problem
« Reply #5 on: September 23, 2008, 09:23:35 pm »

Try bisecting the polygon by connecting those two bottom points with the knife tool from that view, then look at it again or remap it. You've got a malformed polygon there (yes, this is your fault ;))

Anim8or is trying to fill that polygon the best it can, but in this instance it isn't producing the results you want. This is because you don't have all the points nearly on the same plane for a face with 6 points. Anim8or has to triangulate all faces internally no matter what, even though you might work with faces with more than 3 sides. Those "edges without the black line" you see is where it's triangulating it in order to "fill in the blank" you made. Keep making sloppy "blanks" like those, and it's no surprise that Anim8or will drop a turd on it. Typically try to stick with quads or triangles where possible and use ngons (for our case 5 or more sides) only if they rest on the same plane or near enough. When I say "plane", I mean that generally the entire face is "flat" unlike yours.

By the way, a tip or trick: If you want to find out how Anim8or would triangulate the mesh when exporting to .3ds, use those "edges without the black line" on the more unusual polygons like that, and manually triangulate the polygon with the knife tool if you don't like how Anim8or will do it.
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