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Dealing with Discontinuous Textures Tutorial
Added: 2004-12-05 | Views: 12852/18112 | Software: LightWave 3D
Some of the most simple objects and texturing schemes can still require discontinuous textures. Let's try a box first.

Challenge 1: Apply this map to a cube so the faces are labeled!


1. Load the image you got from the link above into the background of your UV view in Modeler.
2. Create a new Texture VMAP, call it BoxMap.
3. Make a default box, with Make UV's enabled, and give its surface an image texture with UV projection and the BoxMap for the UVMap.
4. Apply the Unweld operation. Now there are no points left which are shared by 2 or more polygons (in the Point Statistics panel).
5. Select the Front and Back faces of the box (-Z and +Z sides), and use the MakeUVs tool to apply a Z-Axis Planar projection with size 4m x 3m x 1m.
6. In the UV View, move the selected polygons to lie on top of the 'FRONT' tile of the map, deselect the front polygon (on the -Z side), and in the UV View, move the selected polygon over the tile labeled 'BACK'.
7. Select the -X and +X sides of the box, and use MakeUVs to with an X-Axis Planar projection of size (1m x 3m x 4m). Deselect the polygons.
8. Select the left side polygon (+X side) and in the UV view move it over the 'LEFT' tile in the image. In the same fashion adjust the right polygon.
9. Select the top and bottom polys. Apply a Y-Axis Planar UV map with MakeUVs. The size should be 4m x 1m x 3m. Select and position the top then the bottom polys in the appropriate places in the UV view.
10. Use Merge to merge the points added by Unweld. Save your box, there may be a quiz.

Challenge 2: Not many primitives are simpler than a cube, but the Tetrahedron is one. Whip one up, and make each face a different color with this map:


1. Load the image you got from the link above into the background of your UV view in Modeler.
2. Create a new Texture VMAP, call it TetraMap or something witty.
3. Create a tetrahedron using the Platonic Solid Tool.
4. Make UVs for the tetrahedron, using Y-Axis Planar projection as a starting point.
5. Apply the image to the surface as using UV projection and the map you just created. (Notice that this already even looks like some brain-teaser puzzle toy!)
6. Select any polygon on the on the mesh, and use the drag tool in the UV view to move the points of that polygon so that they all lie in the same color. The initial shape of the polygons in the UV view will be triangles covering 2 colors. Drag one point to the center and make the polygon match the color triangle. Because the texture is a solid color means you could move all the points away from the color borders without worrying about precise placement.

7. Notice now that the appearance of the other polygons has changed as a result of dragging their points to other colors. Deselect all the polygons and use UnWeld to separate the polygons which share points. Now when you select a polygon and drag a point IN THE UV VIEW, the texture for only that polygon will be edited, but the extra point can still be merged. If the point were dragged in the other views, the merge would no longer be able to eliminate it.
9. Select the remaining polygons one at a time, and drag a point to the center for each face so that it has a single solid color, and no two polygons have the same color.
10. Merge the duplicate points created by UnWeld.

Challenge 3: Create UVs for the first two challenges in alternate ways.

Instead of using MakeUVs Planar Map to generate starting UV positions to edit in the UV View, the Atlas mapping method separates the polygons' texture coordinates in the UV View, making them ready for per-polygon editing. Similarly NewQuadPolyMap and PolyNormalUVs create separated texture polygons, though NewQuadPolyMap would only help on the cube challenge.

Important note: The author is not or may not be a natural English speaker and there is a high chance of mistakes in every way. Corrections and comments are welcome.
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