View Full Version : Texturing in Model

03-24-2004, 11:20 AM
Not sure if I posted this a while back, I don't think I did. I was trying to texture something in model but was suprised that when I moved the model around the texture slid. Apparently this was because the texture is stuck to the models original position or something like that. I just thought that this was really strange, why would you want that. If you did then surely you'd just tick world coordinates. I feel that this isn't really keeping a consistancy between the two modes. Shouldn't model be the same as Layout when texturing? I'd like to see this in 8.5 or whatever the next available version will be.

03-24-2004, 11:42 AM
This has come up plenty of times on this forum, and been explained ad-nauseum. Do a quick search or two, & you'll get plenty of explanations why this happens.

In short. a mesh in modeler is not an object. Normal mapping types use the axis of the model/layer to define their position. They are fixed in relation to that point. When you move a polygon, you move it in relation to the axis, so the results are exactly as they should be.

If you want to fix the texture coordinates of a mesh in modeler, then :-

a: don't apply mapping until you finish your modelling, or...
b: use UV mapping.

Chris S. (Fez)
03-24-2004, 02:17 PM
Looks like an opportunity to repeat an old request of mine.

Perhaps projection texture coordinates could be based on an endomorph of a model? This would allow us to deform the endomorph to make the model more projection friendly. A texture referencing this "Projectomorph," or what have you, would stick to the model when scaled and/or deformed.

Of course, you might ask why get so convoluted when UVs without distortion would also work?

03-25-2004, 03:15 AM
Yeah I'm aware of the reason it does this my question was more why. I don't get why it has to be different to Layout?

03-25-2004, 03:31 AM
Texture your models using layout. its way better.

however, maybe I'm totally missing te point, but Menithings had a tutorial on how to make better UV maps, using endomorph in the process to make the model UV friendly.