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- In article <3oaks3$cth@News1.mcs.com>, Dan Ablan <dma@mcs.com> wrote:
- >> Gareth Edwards <config@ultim.demon.co.uk> wrote:
- >> When I render, the map isn't situated on the surface correctly. The
- >> map is too large and runs off one side of the surface (usually the bottom).
- >> On the leg surface it's not too bad, but I've got a similar map for the
- >> foot and the map is way out.
- >> It's stretched about two times the length it should be.
- >
- > Gareth,
- >
- > did you use ToasterPaint to cut out this image?
- > Often, you'll notice a black edge on the right
- > side of the image. Use another program to
- > crop the image correctly (ADPro's Crop Visual
- > works very well).
- >
- > Next, try messing with the size yourself.
- >
- > Make sure (in modeler) that the surface you
- > are applying the image to, is really that image.
- >
- > Try using cubic image map.
- >
- > Did you build the object with that side on the Z?
- >
- > Try the X axis for grins and giggles. And the Y.
- >
- > If not... just don't use an image map.
- >
- > Problem Solved :)
- >
- > -Dan Ablan
-
- You might also try loading the object in question into Modeler, and then use
- Display:Stats to select all of the polygons belonging to that surface.
- Auto Size will size the brush so that it fills a hypothetical square with
- its axis along the mapping axis; this hypothetical square is sized so that
- it just covers the polygons of the surface as seen along that axis. More
- likely than not you have some wayward polygons that are assigned to the same
- surface; by selecting all polygons of that surface, you can probably see
- (and cut) them.
-
- If you can't see any that don't belong, then try using Stats again to select
- all two- and one- point polygons; if any of these are present, they can be
- hard to see and will still screw up Auto-Size if they are assigned the same
- surface.
-
- Jim May
- The Vivid Group
- Mandala VR Systems
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