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This tutorial will show how to map an object
without causing texture streaks.
We will
be using two mapping channels in the uvw modifier, TL
Unwrap and a mask to accomplish this.
We start with a simple mesh, a bread-loafish looking thingymabob.
We assign a uvw modifier to this mesh which will have the default map
channel of 1.

You ugly thing!
Let's unwrap it using the unwrapper of your choice. I used Texporter
to get a template to make an award-winning texture

If mapped onto the
model and rendered, this is what you get

Some nasty streaking there. Lets do
something about it by using a cylindrical mapping around the loaf
and set it to map channel 2

Now put TL unwrap on the top of the modifier stack. Set Mapping
Channel to 2, switch off all Trims and set Mesh Material ID to any
number other than 1. That's to prevent TL Unwrap from showing
faces on top of the render. Since mine's longer than yours I of
course put it to 99 too.
Now set your texture to 100% self illumination and
unwrap. The reason is that we don't want any shading on the
unwrapped render. The resulting map will look like below.

Because you set Mapping Channel to
2, TL Unwrap has cylindrically unwrapped the loaf but shows what
texture was assigned before (channel 1).
Bring this into Photoshop and paint a mask covering all parts that
streak. I resized this map since resolution isn't that important.

Use this mask and delete the streaking stuff from your texture.
Then paint an unstreaked version using the (unstreaked) edges as a
guide to get this

Now assign this map to your object using a mix material
with texture1 (uvw1) in one slot, texture2 (uvw2) in the other and
the mask as the mixer using uvw channel 2. It should look like
this.

For novelty's sake, this is how the loaf would have looked like
with only a cylindrical mapping. Streaking at the poles. Here's
also how the mask looks like when placed. Oops forgot to make it
seamless on top. Well, it won't show.

And THIS is how it looks like when all three work together! No
streaking and a seamless transition from one texture to the other,
hooray!
The ugly loaf now grandly looks like...an ugly loaf with a bad
texture.

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