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  #1  
Old 11-30-2008, 02:57 PM
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UVW Map Tapered Box

Trying to texture a very simple model. I want to be able to add a band around the bottom of the model like warning strips going all the way around.

Im not sure how to layout the uvs, as I suck at unwrapping.

I have mapped each face and layed them out roughly but I want to connect the edges so I can run a texture along them, but if i try and connect the edges i get alot of distortion due to the taper. Does this make sense.

Attached is a screenshot of the model and the uvs.

Cheers.
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UVW Map Tapered Box-uvwproblem.jpg   UVW Map Tapered Box-uvwproblem2.jpg  
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Old 11-30-2008, 03:03 PM
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Now that I think about it, I could create a tiling texture and just use this on each segment separately.

Would that be the best way to go about it?
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Old 11-30-2008, 03:39 PM
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You could use a blend with a black-n-white mask where you want the band.

No unwrap and (can be) all procedural textures.

I have a video about Blends around here, too.
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Old 11-30-2008, 03:57 PM
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Me thinks that's the best way to do it. You should check out if you're happy with the result (make a test texture in photoshop and see if it works)
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Old 11-30-2008, 04:27 PM
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Here's a quickie box I just modelled and textured with the blend mask.
I had to use a UVWModifier with the Cylinder option selected.
Since it's not a true square/box, the faces get confused. It likes the cylinder for this example.

Hope this helps
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UVW Map Tapered Box-supertom-mask.jpg   UVW Map Tapered Box-supertom-render.jpg  
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Old 11-30-2008, 05:11 PM
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If you only want a band, go with sandman's suggestion.

If you want to texture the whole thing just weld the seams together how you have it now and it'll be fine. It will obviously go in a slight arc due to the taper but still easily textured as you just keep the line parallel to the bottom edge.
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Old 11-30-2008, 05:51 PM
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your uv's look fine to me, however if you wanted to conserve some uv space, you could detach the panel sides uv's and rotate them 180 degree's and shuffle them closer together. This would intail you having to fiddle around with the texture to make it work.
Or not welding any of the panels together and really squeezing them together and pack the uv's really tight. Again there will be much seam removal needed inside Photoshop ect, ect.

If you dont need to think about conserving Uv space, it looks fine to me. Just make sure your uv's are not inverted (as max sometimes throws you a curve ball like that).
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Old 11-30-2008, 06:26 PM
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Wow didnt expect that many responses. Thanks all. I remember using a similar technique to what sandmanninja said before its a great cheat method as such. I think due to the fact that Im going to have to texture it all ill take it into photoshop and have a play. I did consider placing the two side textures in the same uv space to save room, thought seen as its pretty simple dont need to save that much space.

Darn chamfers makes unwrapping fun.

Thanks again all.
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