Chapter 28 vMaps HELP !!!

NewTek Forum: LightWave 3D®: General Support: Chapter 28 vMaps HELP !!!
Top of pagePrevious messageNext messageBottom of pageLink to this message   By Ravenn (Rorrkonn) (66.190.141.64) on Monday, January 20, 2003 - 05:23 pm:

Well I have spent the last few days trying to grasped Vertex Maps in LW 7.5.
I read chapter 28 , never did read how to save a uvMap
I read in insidelw7 that ya capture it and had a plug to unwrap it.
checked out all the tutors I could find.

Still have major troubles with vMaps.
Is it just me or is vMap rather complicated ?

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rk1

"a" is just a projection cubic stock settings it stretches the angled part of the cube.

"b" I gave the angled part a new surface has a projection planar with automatic sizing it has the angled part of the cube to compressed.
How do ya get the angled part of the cubed texture to lay down right ? and what method of vMaps should I use ?
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rk2

This is what I am trying to get textured and vMaped right the odd angled parts of the tread I am having a hard time getting vMaped where it does not distort the bump.
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rk3

I would like to vMap this.
I would use a cylinder but the blocks at top don't get vMaped on the ends or the tops of the cylinder either.
how would ya vMap this ?
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I am seriously confused about all this vMaps stuff any and all help would really be appreciated.
Also if ya know of any more plugs I might need ?

Thanks
Ravenn
http://www.Atomic-3D.com

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Larry Shultz "SplineGod" (Larrys) (216.244.32.209) on Tuesday, January 21, 2003 - 01:57 am:

Vmaps in lightwave include the following things:
UV maps
Weight maps (subpatch weights too)
Morph maps (endomorphs)
Vertex maps (color by vertex)
I assume you mean UV maps. UV mapping allows more precise placement of textures. As such they will typically take more time then just using standard texture projections. Also I would start searching around the internet for information on UV mapping because its pretty much the same in any other app that supports UV maps. Search on this forum and CGTalk has some good info as well. Its a difficult topic to try to explain in a single short post. :)

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Lernie D Ang (Faulknermano) (202.57.91.133) on Tuesday, January 21, 2003 - 02:47 am:

www.menithings.com has a nice UV tutorial.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Ravenn (Rorrkonn) (66.190.141.64) on Wednesday, January 22, 2003 - 12:28 am:

Thanks for the help and links

OK this is sorta sinken in some.
I got the point of subD,Weight Maps. there for modeling.
I got the point of Morphs.there for controlling morphs.
LW's slang is deferent then what I am use to. So I half to redefine the definitions of words.
to me
a Texture is a 2D drawing of something in jpg,tga etc etc format that ya put on a mesh.
LW's vertex maps texture ant a texture at all it's a uvMap.
UV's mean the cube,sphere control on how a texture".jpg,tga" lays on a cube or sphere.
the Texture Editors Projections.
uvMaps our the maps ya paint on.that I could never find in chapter28 that ya half to capture it and get a plug to unwrap it.
vertex maps ant a UV,map thing at all but a reflectance thing for textures I think not real sure about this one.
still not sure what i need point color comman for.
vertex paint is for bones.
I am starting to grasped what for what and what a certain word means in LW.like textures.
still not capable of using all the tools correctly but I am getting there.

I am not sure if I am using the right tool for the job.
I am trying to get texture editor projections planar.
to lay down correctly on odd angled parts of a mesh like the angled part of the cube in a,b.
so it don't distort the 2D jpg.

I figured if I could get the 2D jpg to lay right on the box then I could get the 2Djpg to lay right on the Tire.

Care to tell Ravenn what too ya would use to do this ?

Also I can't figure out how to Get the Castle Top right.
I want to get a 2D.jpg to lay flat on all the blocks.
a texture editor projections cylinder leaves part off.

Care to tell Ravenn what too ya would use to do this ?


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