PDA

View Full Version : texturing one side only



userBrian
11-04-2004, 07:51 PM
This is a simple* (surely inteligent master programmers listed explanations)
question but I can't find out how to stop an image texture on an airplane wing
from showing on both sides. I want it to show on the top only. Well i actually
only tested it on a ball, and the insignia also shows on the back of the ball,
and so I assume it would show on both sides of a wing. However, seeing as how
the world works, maybe not. I guess I should try it on the wing first,huh?
Any one care to help?

Avebeno
11-04-2004, 11:58 PM
In modeler, give the polygons on the top of the wing a different surface name than the ones on bottom of the wing and apply the insignia image map to the top surface only.

userBrian
11-05-2004, 09:30 AM
Avebeno- Thanks. I'll give those polygons a unique name.I had selected
just the top polygons, but I must have given them the same name as
the left wing again. Thanks for the quick answer. I've entered the Grand Space
Opera challenge in www.cgtalk.com in order to get learning.

My Grand Space Opera entry (http://www.cgtalk.com/showthread.php?t=179803)

stib
11-11-2004, 09:06 PM
Another option is to use a UV map for the aeroplane's texture. UV mapping is a tricky concept to get your head around at first but learning how to use UVs is a great investment.

userBrian
11-11-2004, 10:57 PM
Stib- Yeah that UV mapping. Have no idea what that's all
about. As I can't find any mention of it in my LW5,5 to 5.6
manuals or the Inside LW 3D New Riders book for 5.5,maybe
it's something new. I have to wait till next summer to upgrade
LW. I'll ask at the next LW San Francisco users meeting. I
hardly tested texturing with images, and now I will because
it is a requirement for the milestones in the Grand Space Opera
challenge at CGTalk.

My Grand Space Opera challenge entry (http://www.cgtalk.com/showthread.php?t=179803)

stib
11-12-2004, 04:59 AM
To put it simply a UV map is a separate set of 2D coordinates that each point in 3D space can have; independently to its 3D coordinate.

Imagine that you were driving around on the surface of the wing*, and you had a road map of the surface. The 2D road map would be a UV map of your 3D object.

So you can make a UV map that wraps right around your wing. To do this you have to first "unwrap" your wing into a UV map so that the top and the bottom polygons are in different places on the map. That's the skill involved in making UV maps.

There are some UV tutorials on the NT links page I believe.

*in a teeny tiny car with magnetic wheels. Or on an enourmous wing that was big enough to have its own gravity. Or you were in space. Or your army of assistants were turning the wing over as you drove over the edge.