  | | | corner pin type of texutre placement in UV editor | corner pin type of texutre placement in UV editor 2003-12-17 - By John Cassella
Back ok... I've got a poly plane... I want to map it with a photographed texture of a sign thats not exactly straight on to camera. so I open up the UV editor and pull some UV's around to line up the corners of the sign in the texture with the UV corners of my sign geometry. WHY does the poly object break the texture along the triangle facet diagonal line of the object? Try it assign a map to your geometry and pull a corner out it "folds" at the diagonal..
Is this a "feature" and why would you want this behavior. I seem to remember this functionality working differently in the past but maybe I just wasn't doing something this extreme?
any ideas?
jason.brummett@(protected) wrote: > Can someone explain to me why Maya allows you to view Hardware textures at > high resolutions in the viewport but your not able to view textures in there > native resolution in a shading network? > > I realize you can create a TAB of textures based on a "disk" location and > double click a texture there and have it open in F-check which is handy but > after you've moved several, or a bunch of images into a scene your not able > to double click them and view them in a descent level of resolution anymore > through the HS or Visor. > > The Visor and Hypershade allow you to make a tab of "scene" materials and > textures which seems totally redundant in that you can't do anything with > them like view them in a higher resolution that would be done in the HS? > > This bugs me to all ends in Maya. If you for instance takeover a scene that > you need to cleanup from an associate and this person has been creating > bitmap images for use in a scene but is having problems with tiling or > artificats, It's impossible to view textures closely in a shading network to > find the problem without having to ask this person exactly where the image > came from and open them all up in PS or something similar; or build a huge > array of planes in which to apply suspect bitmaps to and view in the > modeling space (Joking about this last solution)? > > BTW. I'm using Maya 4 unlimited and I have another wierd glitch. If I do an > import in HS or the Visor and go to my file browser to bring in image maps; > Maya opens the selected image with Fcheck but doesn't include the selected > map in the scene. It just shows me what the image looks like in Fcheck and > thats it? > > Arrgh, > > Jason Brummett > www.stzgraphics.com > > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > List-help: <mailto:listar@(protected)?Subject=help> > List-unsubscribe: <http://www.highend3d.com/maya/listserver/> > List-subscribe: <http://www.highend3d.com/maya/listserver/> > List-archive: <http://www.highend3d.com/maya/archive/> > > >
-- John Cassella (aka redpaw) 3d Animator |""" \\ // |""" \ / | // \\ redpaw@(protected) direct line 323-308-3018
Where am I going, and how did I get in this handbasket!
Backward conditioning: Putting saliva in a dog's mouth in an attempt to make a bell ring.
...Last Night I lay in bed looking up at the stars in the sky and I thought to myself, "Where the heck is the ceiling?"
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