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DarkBASIC Professional Discussion / Poker Chip Texture Mapping

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Codger
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Joined: 23rd Nov 2002
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Posted: 13th Sep 2003 02:19
I was in the process of creating a 3D poker chip, should be easy I said to myself.

Set 1 create cylinder of suitable proportion in milk shape,
set 2 scan texture , black out area beyond chip
set 3 texture chip with image

!!!!!!! Wrong !!!!!!!!! Image wrapped around perifery of cylinder and left face that I had intended to texture blank

any ideas???

System
PIII 650 MZ H.P. Pavillion
394 Mem GeForce 4 400MX
CattleRustler
Retired Moderator
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 13th Sep 2003 03:36
rotate your cylinder (chip) until texture lines up. This same thing happened to me with a Slot Machine reel

-RUST-
Van B
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Location: Sunnyvale
Posted: 13th Sep 2003 03:49
You could plain map the chip straight down, then you could even have little white stripes down the sides.

If it'd help I could knock on up, just say how many polys you want.


Van-B

My cats breath smells of cat food.
Codger
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Posted: 13th Sep 2003 03:51
Thanks for the advice CattleRustler I tried to rotate the chip to no avail, I think we have opposing conditions.

With a Slot Machine you need the texture to wrap around the cylinder but I need it on the disk side

System
PIII 650 MZ H.P. Pavillion
394 Mem GeForce 4 400MX
Codger
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Joined: 23rd Nov 2002
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Posted: 13th Sep 2003 19:42 Edited at: 13th Sep 2003 19:48
Van-b


Quote: "You could plain map the chip straight down, then you could even have little white stripes down the sides."


I would appreciate the help but I would really appreciate if you could tell me the steps to take so I could learn the approach you are refering to

If it'd help I could knock on up, just say how many polys you want.

Just enough to show it really is a pocker chip, I have included the image I was trying to use as a texture, if email is better let me know


System
PIII 650 MZ H.P. Pavillion
394 Mem GeForce 4 400MX
waffle
23
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Joined: 9th Sep 2002
Location: Western USA
Posted: 13th Sep 2003 19:51
they way i would do it is texture your chip using MS. Lets say you have 2 textures; one for the top/bottom and one for the side.

1 - import your textures as materials

2 - select a side you wish to texture. then using the texture point editor tool (is that what its called?) and assign the material to that side and rescale the texture if needed.

3 - repeate for other sides

4 - save
5 - export as .x
6 - try it out in DB.
your first try should be without texturing... see if it gets textured automatically.
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 13th Sep 2003 20:17
If I remember rightly, milkshapes cylinder primitives have messed up UV mapping for the top and bottom of the cylinders. I could be wrong though. In fact, for a lot of milkshape primitives the UV mapping is knackered by default for some of the faces.

My advice would be texture map the object in milkshape or with an unwrapping proggy to make sure the UV mapping is all sorted, and then save it and use the texture you mapped onto it as a template for other chips.

Insiiiiiiiiiiiiiiiiiiiiiiiide!
Dreamora
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Location: Switzerland
Posted: 13th Sep 2003 20:40
make the top and bottom as own groups and then use the texture coordinate editor
a thing of about 5mins and it will be ok
Codger
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Posted: 13th Sep 2003 20:45 Edited at: 14th Sep 2003 21:38
Thanks everyone
I was never able to get the right effect in Milkshape so I switched to 3D Canvas. When I selected the "disk" and applied texture with "paint brush" rather than "paint can" it worked fine. I did have to switch to .3ds export as .x did not carry texture to DB


Cheers

System
PIII 650 MZ H.P. Pavillion
394 Mem GeForce 4 400MX

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