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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

not so much of a problem for the asimov, simply make the rept texture its own map (simply cant afford to do this on b5) and cylinderical uv map it with a rept of 6 add smoothing and voila !

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Last edited by CptWhite on 07-05-2002 at 05:19 PM

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Old Post 07-05-2002 05:19 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

I wouldn't risk using cylindrical mapping.

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Old Post 07-05-2002 05:54 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
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I wouldn't risk using cylindrical mapping.

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Old Post 07-05-2002 05:54 PM
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
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i still don't see where is the problem with UV maps in this ****ing Ball with a Rod comming out?
THe ball ..man that is easy UV map..ian remeber the GQuian Engines ..now taht it hard ..
As for the BALL..i told you before why i did it like that..

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eng Horatiu Popovici

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Old Post 07-05-2002 07:22 PM
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040

i still don't see where is the problem with UV maps in this ****ing Ball with a Rod comming out?
THe ball ..man that is easy UV map..ian remeber the GQuian Engines ..now taht it hard ..
As for the BALL..i told you before why i did it like that..

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eng Horatiu Popovici

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Old Post 07-05-2002 07:22 PM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

G`Quan engines are easy by comparison. They don't have to be high res. "The ball" does . UV mapping it is easy. UV mapping it efficiently is not. If I use seperate files for the repeating textures the problem is goes away but of course that's less efficient. Making a texture repeat 6 times over 16 polygons when that texture is part of a multi map is however... not fun. I will either figure it out or give up and do it the obvious way Cpt White suggests. Either way it will be done.

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bsc Ian Andrews

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Old Post 07-05-2002 11:48 PM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

G`Quan engines are easy by comparison. They don't have to be high res. "The ball" does . UV mapping it is easy. UV mapping it efficiently is not. If I use seperate files for the repeating textures the problem is goes away but of course that's less efficient. Making a texture repeat 6 times over 16 polygons when that texture is part of a multi map is however... not fun. I will either figure it out or give up and do it the obvious way Cpt White suggests. Either way it will be done.

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bsc Ian Andrews

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Old Post 07-05-2002 11:48 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

you either change the number of repts (sounlike the original) , the number of polys (much work i presume, + adding more poly probably), or you do it the way I suggest, I dont think its too much of a problem if we only do this when we need too

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Old Post 07-06-2002 10:33 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

I plumped for the repeating texture. LOD0 is uv mapped and I'll be handing it over to KMN tonight. The others will follow.

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bsc Ian Andrews

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Old Post 07-09-2002 09:52 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

I plumped for the repeating texture. LOD0 is uv mapped and I'll be handing it over to KMN tonight. The others will follow.

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bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules

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Old Post 07-09-2002 09:52 AM
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IceFire
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Registered: Jul 2000
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quote:
As for the BALL..i told you before why i did it like that..

I'm sure we can have both versions.

At the moment, I would rather have it look as close to the show as possible. Thats the plan...but technological issues of course do dictate how close we come.

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Old Post 07-09-2002 01:37 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
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Posts: 1901

quote:
As for the BALL..i told you before why i did it like that..

I'm sure we can have both versions.

At the moment, I would rather have it look as close to the show as possible. Thats the plan...but technological issues of course do dictate how close we come.

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