Another UV Texturing Problem
Hi all,
I'm once again trying to create a sculpted wheel for a motorcycle with a good texture. I've completed the wheel modeling everything seems fine. I've UV unwrapped the wheel and and created a texture for it. It all looks pretty good in the 3D viewport when the model is in 'Textured' Draw Type mode. Textures are all where they are suppose to be and the are pretty undistorted. Then I bake out the texture to create a surface texture for the scupted wheel in SL. There are several resultant problems. 1) there are numerous black stripes on the baked texture (there is no black on the projection texture that I set up in PS using the UV unwrap image as a guide. The background is white). 2) The entire texture seems to be offset from the center of the 3D mesh so the the center line of the tire thread (suppose to be center of the mesh is offset to one side of the tire area. 3) The UV unwrap image, the PS created texture made to match up with the UV unwrap image were both 2048X2048
I'm trying to learn this process well enough to get consistently good results each time but I invariably seem to have some issue or another. All operator error I'm sure. I'm including the .blend file if anyone has time to take a look and tell me what I did wrong I'd appreciate it.
Thanks everyone.
| Attachment | Size |
|---|---|
| WHEEL3-10-2010.blend | 540.76 KB |

I forgot to mention the 3
I forgot to mention the 3 problem. The texture is blurry on the sculpted prim in SL
1.) The black stripes: You
1.) The black stripes:
You have collapsed loops of edges at several places. Maybe because you want to keep the resulting texture sharp as i described it in my article about lighting in SL ? But maybe that happened accidentally during the modelling ? The collapsed faces get no light, hence they get textured to black stripes.
Workaround: select the wheel, then smooth it once, then rebake the texture. The black stripes will be gone. Better you rework on your modell to avoid the face collapsing at all. Use Full bright in SL and bake the sharp edges into the texture. That gives you the better results
2.) the offset problem.
Unfortunately the images are not contained in your blend file. You can pack them by clicking on the "image pack" icon in the uv image editor... Right now i have no idea what might have happened.
3.) blurry texture
You have used very little space on the texture for huge areas on the wheel. You probably had the idea in mind:
"plane surfaces do not need to occupy many faces. Because they are flat i can make the faces very big and thus i can safe tons of vertices, which i can better use elsewhere on my sculptie."
Well, that was what i thought for 2 years. But now i know: the model and the texture are tightly intertwinned. look at the sculptmap: Each face regardless of its actual size in the model will get exactly the same amount of pixels. So if you create huge faces, they get very blurred. If you create tiny faces, they can not hold the amount of available pixels.
Your workaround: try to make your model in such a way that you use faces equal in size. Of course this is just a rule of thumb and it can not be done reasonably on all sculpts. But for instance if you would remove loops from the rubber part of the whell and add them to the metallic sides, that would help. And note, that most of the details can be baked into the texture, so you do not need to model the rubber part in detail. But you will want to keep more faces available where your model in SL is currently very blurry, even if this part of the wheel is "simple flat".
Good luck to your project!
p.s. I hope to see you soon again in world
)
Gaia
Than Gaia, I'll try to work
Than Gaia,
I'll try to work out those suggestions into a new model. So many tradeoffs required.
See you too soon in-world.
Ezra
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