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DarkBASIC Professional Discussion / UV mapping, Saving Rotated Limbs, then rotating them back in any modeller

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Pincho Paxton
23
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Joined: 8th Dec 2002
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Posted: 1st Mar 2012 19:27 Edited at: 1st Mar 2012 20:45
OK, so you have to use your imagination...

You have a sphere.
You break it into limbs for each face.
You rotate all of the limbs to face the Z plane. (Making just a flat object)

You extrude all of those faces to make buildings all facing you.

You save this as a model with the rotations saved as well.

Now you UV map all of those buildings with the same texture, because they all face the same way.

Now you load the model into DBPro.

If all of the rotations have been saved properly you can now rotate all of the buildings back to 0,0,0.

Now you have a sphere covered with buildings.

I tried this in Anim8or, but Anim8or doesn't save the limb positions properly.

The question is... is there a modelling package that saves limb rotations?

If there is, I can make a sphere covered with buildings, and I have a few games that I can create from this.

If there isn't a modelling package that can save limb rotations, I need another idea how to extrude the faces of a sphere, UV map it with single textures repeated all over it. Or an idea how to build a sphere from separate objects.

Oh it is also important to retain the grid system so that all of the buildings are equally spaced. I have created a special sphere that will do that. It has faces that are all very similar.

Pincho Paxton
23
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 2nd Mar 2012 02:46
I found this method....

http://tutorialsfor3dsmax.blogspot.com/2010/12/footballsoccer-ball-3d.html

It sort of UV maps the sphere in individual sections. But the texture is flat, I need something for buildings that allows the windows to be added on the sides.

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