Surface positioning

LinwellyLinwelly Posts: 5,981
edited December 1969 in New Users

I would like to have some help with the correct position of a surface. I guess this will be going in the direction UV mappinig, which up to now I failed to understand, so maybe a hint toward a tutorial will help as well.

So I made myself this little egg using a d-former on a sphere, made a geometry shell and loaded this scaly surface into the opacity map.
Now I would like to have the folding point rather on the top and bottom of the egg than on the sides. The surface is a square. Can you help me on that matter?
Thanks in advance.

eggsurface.jpg
572 x 572 - 67K

Comments

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    The easy way, without going into redoing the UV mapping...change the orientation of the deformer...if you rotate it 90 degrees, it should 'stretch' the top and bottom of the sphere, instead of the sides.

  • frank0314frank0314 Posts: 14,315
    edited December 1969

    A UV map is a flattened object for you to paint textures on. It's a seam guide. It will tell you where all your seams will be.

  • LinwellyLinwelly Posts: 5,981
    edited December 1969

    mjc1016 said:
    The easy way, without going into redoing the UV mapping...change the orientation of the deformer...if you rotate it 90 degrees, it should 'stretch' the top and bottom of the sphere, instead of the sides.

    Easy way is alway preferrable, thanks yes that worked!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Linwelly said:
    mjc1016 said:
    The easy way, without going into redoing the UV mapping...change the orientation of the deformer...if you rotate it 90 degrees, it should 'stretch' the top and bottom of the sphere, instead of the sides.

    Easy way is alway preferrable, thanks yes that worked!

    You're welcome...but, you'll need to tackle UV mapping at some point.

  • Richard HaseltineRichard Haseltine Posts: 102,805
    edited December 1969

    The sphere is mapped to cover the whole unit square (except for the triangles around the poles), so if you have a texture that meets at the sides you shouldn't get a broken line running from end to end at one point on the circumference.

  • LinwellyLinwelly Posts: 5,981
    edited December 1969

    mjc1016 said:
    Linwelly said:
    mjc1016 said:
    The easy way, without going into redoing the UV mapping...change the orientation of the deformer...if you rotate it 90 degrees, it should 'stretch' the top and bottom of the sphere, instead of the sides.

    Easy way is alway preferrable, thanks yes that worked!

    You're welcome...but, you'll need to tackle UV mapping at some point.

    I guess so, and I have made some half hearted attempts at it, and I looked the the UV view but I don't get how to go an from there.
    I don't understand the difference from the maps i load into the Diffuse for example. I tried to find some tutorials but I'm usually lost rather quick, when things are presumed as known which I don't know yet.

    So yes if you know a good tutorial (for dummies :) ) I#d be thankful

  • LinwellyLinwelly Posts: 5,981
    edited December 1969

    The sphere is mapped to cover the whole unit square (except for the triangles around the poles), so if you have a texture that meets at the sides you shouldn't get a broken line running from end to end at one point on the circumference.

    Ok thank you, that is a good thing to know and something I will try as well.

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