Models and Textures Oh My!

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
kerick
Gnoblar
Posts: 9
Joined: Mon Feb 14, 2005 3:14 am

Models and Textures Oh My!

Post by kerick »

Ok, so I'm new at modeling and graphics art.
I created a fairly decent model in XSI and figured out how to place textures and the like on it. One thing though, which I think isn't XSI specific, is that when I load my texture on the model it is stretched. I assume that is normal, but I'm not sure how to compensate for that. I am curious how to draw a texture that will look right when put on the model. Is there a way I can do this?
I am using the gimp to draw these textures if that helps.
Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 614
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 26

Post by Slicky »

I am not a 3d artist but have learnt through reading and trial and error. You need to adjust your uv settings for the texture. I think it is ctrl-7 that brings up the UV mapping screen. Generally for me the planar (i think it looks like tiles) button and best fit works.

Then, separately, you can also in the material settings adjust things like the scaling of the texture.
kerick
Gnoblar
Posts: 9
Joined: Mon Feb 14, 2005 3:14 am

Post by kerick »

Thanks for the response.
I just looked into this and found a way to create good textures in the gimp as well, you can map to textures which proves to be handy.
djedj
Gnoblar
Posts: 16
Joined: Wed Feb 16, 2005 11:47 pm

Post by djedj »

yes, and after you deployed your uvmap, don't forgive to do a relax uv, it will minimize distorsions on your uvmap. As I read your post, it seems you didn't uvmapped your material, but just assigned material to faces. A good way to convert it to a painted uvmap is using an atlas uvmap and fire up the surface baker.
Post Reply