View Full Version : Trying to dirty my kerbs
Hi Guys I’m trying to dirty up my kerbs with a gradient type texture.
I want to use cubic mapping but can’t stop the texture from applying to the top of the Kerb. I want it to falloff to nothing towards the top.
So far I’ve messed around with another gradient image white to back trying to use alpha and a LW Gradient, but I really don’t know what I’m doing.
Any help would be great.
Lude.
cgolchert
12-22-2004, 12:29 AM
Stick a null at the bottom of the object and use a Y distance to object gradient as an alpha.
Just curious, why did you want to use a cubic map?
Thanks cgolchert, ill give that a shot :)
The kerbing runs in different directions so Planar wasn’t going to cut it. Do you think I should be uv mapping for this sort of thing.
I’m on very tight secludes for this work and I’m not sure if uv mapping will be along process.
Lude
cooooooooooooooooooooool
that's worked really well thanks a million.
Lude.
cgolchert
12-22-2004, 10:22 AM
Sure, the gradient is quick and dirty but uv mapping would give you exactly what you need if you hit a hill and the bottom edge needs to go up or down. This would at least come in handy for an alpha to control the dirt map.
Wow!! Cool texturing man.
Perhaps you could point me in the right direction in how to texture my brick walls.
They run in different directions and are suppose to have edging/capping bricks on top.
Again I’ve been using cubic mapping because I need to try and nail a quick work flow for this type of work. I suppose I could use UV but do you have to make a new texture for each side of the wall in PS ???? If so then I think I’m in trouble as that will just take too long.
My texturing doesn’t need to be 100% perfect just nicely credible.
It's doing my head in at the moment. - ahhhhh.
cgolchert
12-23-2004, 12:22 PM
I might create a different surface/geometry for the top so you can treat it differenty than the wall.
You may have to create a different image for the cap.. Since it will be a simple box I would suggest a uv map for it. The circular ones might be a little harder.
You could also create the walls as seperate layers and line them up along one axis and move them into place in layout. The one wall looks good, if the other was mapped the same and moved it will retain the correct mapping.
One size will not fit all! You do need to make a texture for the standard walls as you have - very nice brick by the way.
Then make one for the cap that runs down the Z, one the runs down the X.... Maybe one that runs up the Y axis.... The circular wall may work on a cylindrical map or you may indeed need to make some geometry.
Save each as a preset and way you go. :eek:
kopperdrake
12-23-2004, 06:23 PM
He can get away with the same brick texture on the circular wall top if he UV maps the segments making up the cap. If your wall top has, say, 36 segments, UV map one of them and then just clone them around the centre of the circle for the other 35 instances. A top of the wall hasn't got the same repeat worries that a large flat wall has so you can get away with the same brick on top! If you really want to be anal about random bricks, just use more of your brick texture image and create several sets of UVs.
One brick texture, 5 minutes modelling :)
Dunk
hummm, food for thought thanks guys :)
vBulletin® v3.8.2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.