Solved: ISO: eye-mask and u-shaped pillow (for character sleeping on a plane)

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Comments

  • ArtiniArtini Posts: 9,835
    edited July 2017

    The second time, I have added the second outer seam.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,835
    edited July 2017

    None of the above unwraps gave good results. The first one has problem with texture scaling on the sides.

    The second - has visible seam in the middle.

    Post edited by Artini on
  • FistyFisty Posts: 3,416

    Morning..   You're never going to get rid of texture stretching on an item like that without having a ton of seams, the trick is to have the stretching where stretchy fabric would naturally stretch if it were bent in that way.  I already made a new UV map for it..  gimme a minute to get a render with a texture on it.

  • sapatsapat Posts: 1,735
    ebergerly said:

    I also won't mention that if you want piping (?) around the edge that's a bit trickier...

    I had to scratch my head a bit. You need to ALT select the seam edge loop, then convert to a curve. Then in the Curve settings you can bevel it to give it thickness, and select FULL instead of HALF to give it a circular cross section. Then you have to convert the result back to a mesh.

    Yeah, it's one of the Blender insanities that giving a loop of edges some thickness isn't that, it's converting to a curve and bevelling. Ridiculous. Nobody thinks of that as a bevel. 

    Anyway...here's my result after you drop the pillow on a tile floor. 

    Bookmarked for later. That pillow with the seams is awesome looking!  I hope I can figure it out.  Haven't use Hex since the old days when Daz gave it away for free during some promotion.  yes

  • FistyFisty Posts: 3,416
    edited July 2017

    Apparently I have very few shader presets for Iray that have obvious patterns, had to kludge together one of mine and one of AllenArt's.  Anyway...

    This is cut into two pieces so there isn't an obnoxious ammount of blank space on the UV map... both pieces right up against the edge of the map and stacked.  You can see the two cut lines on sides in the UV view but they're not visible in the render as long as you use a texture tile that's seamless (which is every shader preset or poser MT5 known to man) and any tiling amount as long as it's a whole number.  the only "visible" seamline in this now is hidden where the two sides are squished together.

    Importing the OBJ at 3750% is about the right size for G3M.

     

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    Pillow Fisty UVs.zip
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    Post edited by Fisty on
  • sapatsapat Posts: 1,735
    Fisty said:

    Apparently I have very few shader presets for Iray that have obvious patterns, had to kludge together one of mine and one of AllenArt's.  Anyway...

    This is cut into two pieces so there isn't an obnoxious ammount of blank space on the UV map... both pieces right up against the edge of the map and stacked.  You can see the two cut lines on sides in the UV view but they're not visible in the render as long as you use a texture tile that's seamless (which is every shader preset or poser MT5 known to man) and any tiling amount as long as it's a whole number.  the only "visible" seamline in this now is hidden where the two sides are squished together.

    Importing the OBJ at 3750% is about the right size for G3M.

    WooHoo! Looks great!  Thanks for the additional info too.  

  • ArtiniArtini Posts: 9,835

    Thanks a lot, Fisty.

     

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