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fronzel
06-10-2005, 11:59 AM
**** I feel dumb for posting this one.

I'm can't figure out how to uv map a sphere without out the seems at the top and bottom.

It's **** tricky, I have always just cheeted before with 2 textures or what ever. I would like to know how to do it the right way, help.

here is a link to the best earth images I've found yet

http://www.oera.net/How2/TextureMaps2.htm

richdj
06-10-2005, 12:11 PM
Not sure if this is the right way about it, but......

>select all the polys
>select unweld
>resize / move the UV map to fit into the UV panel
>merge all points...

Rich

fronzel
06-10-2005, 12:21 PM
nope didn't work.

Some how there must be an auomted way to get the UV map to look more like this.
I think if the map looked like this across the top and bottom it would work

fronzel
06-10-2005, 12:36 PM
it worked, manually draging the points for each poly.

what a pain. I must be missing something.

fronzel
06-10-2005, 01:32 PM
well I don't know. I thought that worked but now when I use a different image I get screwy seems all over again.
the polar Ice caps are good at hidding the errors in this map

the moon image however requires acurate UV mapping.

I would love to know how to do this correctly.

Some one show me where to get a good tutorial for this. or tell me how.

Download the moon images from the link I posted above. and texture it. no seems
Try it.

MonroePoteet
06-10-2005, 05:54 PM
How did you generate the UV map? When I use "Make UV's" under LW V8.2 and specify a Y-axis spherical mapping, I get the "teeth" at the top and bottom and the geometry fits entirely in the UV map grid. Using the textures you referenced, I don't see a vertical seam, even at the poles.

The texture is squished as it approaches the poles, but using the "Fix Poles" tool a few times to minimize the triangles at the poles reduces the distortion down. The "teeth" become very small.

Also, maybe don't even use UV's, just map the texture as a spherical image map?

mTp

Thomas M.
06-11-2005, 01:39 AM
Why would you like to UV map a sphere? Just go with the regular spherical mapping and all your problems should be gone. And if you want to transform the globe, than use a morph target that all the maps stay in their initial position.

Cheers
Thomas

toby
06-11-2005, 04:49 PM
How about using a tesselated sphere instead? Then you won't be going from Quad's to tri's - I'll try it now, I'm curious too

toby
06-11-2005, 05:12 PM
Well that didn't do it. It would be nice to know exactly how they unwrapped the maps in the first place -