Advanced 3Ds Max 5[c] Modeling and Animating

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If you apply a flat texture to a spherical object, distortions are inevitable. These distortions are especially noticeable at the poles (Fig. 14.9). As a rule, they are undesirable and very hard to eliminate. Drawing elements in the correct shape so that they have the proper appearance after rendering is even more difficult. As a case in point, it is particularly complicated to model round illuminators on a diving bell.

Figure 14.9: Typical distortions of flat textures on a spherical object

There are several methods to solve this problem. The simplest and recommended one uses Adobe Photoshop to transform orthogonal coordinates to polar coordinates.

The texture is now ready (Fig. 14.12, a). Save it in a format supported by 3ds max and try to use it (Fig. 14.12, b). As you can see, everything looks great. Distortions may still appear near the "poles," but supersampling in the material parameters will help solve this problem.

Figure 14.12: Final texture (a) and an object rendered with the texture (b)


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