27th September 2008, 02:41 PM | #1 |
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Texture of Objects
Hello
I want to know how I can create different textures for all 6 sides of a cube. That mens for each side one picture. And how can I create textures for a sphere or cylinder? Thanks 3Dator |
27th September 2008, 03:42 PM | #2 |
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Re: Texture of Objects
Did you try to select faces as seperate objects? I´m just have a try to do that.
Peter |
28th September 2008, 08:15 AM | #3 |
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Re: Texture of Objects
How?
3Dator |
28th September 2008, 11:40 AM | #4 |
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Re: Texture of Objects
Create a cube normally,choose explode in objects menu.
Let the 1.0 in the requester "Detonate" now select each side and give them step by step a texture (exactly 6) Then choose explode again but change the 1.0 to -1.0 and the cube is united with a texture each side. This is an example only. Peter PS for the cylinder i´ll maka a next step. |
28th September 2008, 02:01 PM | #5 |
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Re: Texture of Objects
Very Thanks.
Another question: How I can find out how many pixel my cube is? My Program (Ulead PhotoImpact) only can work with pixel. 3Dator |
29th September 2008, 02:22 PM | #6 |
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Re: Texture of Objects
Texture maps can be any number of pixels you want, there is no set size. However, square power-of-two (1x1, 2x2, 4x4, 8x8.... 256x256, 512x512, etc.) maps usually render quickest, or may be required if you are planning to use your model in a game.
The general rule-of-thumb is to choose your texture size based on how big the object will be in your final render. So, if the final picture you want to render is 1024x768 and your cube takes up about a quarter of the screen, you'll want to use a 512-pixel map. If the cube takes up the whole screen, you'll want a 1024-pixel map, and so on. The idea is to pick a texture size large enough that it won't stretch or blur in your final image, without making it any larger than it needs to be and slowing down the render. |
29th September 2008, 03:06 PM | #7 |
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Re: Texture of Objects
Hay 3Dator and Lisa,
I mostly make meshes for "Rule the Rail" with AC3D and TS7. The functions are the same. Knownly i export these meshes as x-data. RTR requires a dds-pic 2x2 as the smallest unit and goes up to 1024 x 512 for a goot performance. ...and if an AC3D user follow the statusbar x-y-z translation then this user has the measures of this cube. Normaly the texture has to be a square multiple with 2. This is my experience i collected. Peter PS:the avatar is a shot of an Intercity 125 modeled for RTR ;-) |
28th October 2008, 04:41 PM | #8 | |
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Re: Texture of Objects
Quote:
Click on the object, and assign the texture to the entire object. It'll wrap around and look wrong, but thats okay. Click the "Select Surface" button, and then select only one surface of the object. Click on the texture coordinator. Click the view options until you see the surface (so view the top for the top of a cube, front for the front of the cube, etc). Move/resize the surface, and click okay. No exploding the model, and it will remember the texture coordinates later on.
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29th October 2008, 09:05 AM | #9 |
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Re: Texture of Objects
wow thanx
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29th October 2008, 12:27 PM | #10 |
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Re: Texture of Objects
Don't forget you can select multiple surfaces at the same time this way, like the entire side of the train at once. And even better, since it will remember the coordinates you used, you can make multiple skins and trade out between them with ease. Just make sure everything is in the same place and size as the original, and change the skin file. The coordinates for the texture are saved with the mesh, so you can reskin the entire model very easily by simply loading a new file.
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It is by caffeine alone that I set my mind in motion. It is by the syrup of cola that thoughts acquire speed, the ears acquire ringing, the ringing becomes a warning. It is by caffeine alone that I set my mind into motion. |
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