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Uv-mapping And Normalmaps


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#1 rincewind

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Posted 06 January 2005 - 08:06 AM

Hi,

while debugging the seams for the globe, I got quite a good read about texture seams in bumpmapping, etc.

Here's just one thing to look out for: When you have non-continous texture coordinates on an vertex (e.g. one face has different coordinates than the other), you have to make sure, that the direction of increasing U (or V) is not exactly the opposite. If that happens, you get very weird artifacts when applying bumpmapping to that mesh.
So basicly, don't have something like this

<-----x----->

where X is your vertex and the arrows are the directions of increasing U (or V) for the faces.

This is for example easily done when mirroring a texture, etc.

Don't know if that explanation was understandable, if not, please ask.

Greetings,

Rincewind
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#2 mamutas

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Posted 06 January 2005 - 10:27 AM

...while debugging the seams for the globe, I got quite a good read about texture seams in bumpmapping, etc....

<{POST_SNAPBACK}>


I am eager to learn how to do that sort of debugging. Could you teach me?
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#3 rincewind

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Posted 06 January 2005 - 10:30 AM

...while debugging the seams for the globe, I got quite a good read about texture seams in bumpmapping, etc....

<{POST_SNAPBACK}>


I am eager to learn how to do that sort of debugging. Could you teach me?

<{POST_SNAPBACK}>


:wacko: Meant to say, use the biggest debugging tool out there. Google and Google Groups...
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#4 mikker

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Posted 06 January 2005 - 10:38 AM

come again? :huh:

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#5 rincewind

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Posted 06 January 2005 - 11:45 AM

come again? :huh:

<{POST_SNAPBACK}>

Here we got, don't have a vertex where you start from the same point in the texture and then go in opposite directions on the texture on the different faces.
Happens almost only when you mirror the texture.

Rincewind
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#6 mikker

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Posted 06 January 2005 - 03:47 PM

that still didn't make any sence at all :P :Coffee:

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#7 mamutas

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Posted 06 January 2005 - 04:30 PM

what he meant, that Google is the best place to find any informatoin to debug any issues.

what I meant is the more hands down ways to debug it. you know: println's, IDEs, etc.
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#8 fidel_

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Posted 06 January 2005 - 07:46 PM

So in effect, the usual way of mirroring half of the mesh, including the texture is not feasible here? (Not exactly a bump map, but...)
Attached File  1.jpg   19.69K   91 downloads

But this would be? The legs and arms and such may remain mirrored?
Attached File  2.jpg   11.83K   69 downloads

Edited by fidel_, 06 January 2005 - 07:49 PM.

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#9 rincewind

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Posted 07 January 2005 - 02:16 AM

So in effect, the usual way of mirroring half of the mesh, including the texture is not feasible here? (Not exactly a bump map, but...)
Attached File  1.jpg   19.69K   91 downloads

But this would be? The legs and arms and such may remain mirrored?
Attached File  2.jpg   11.83K   69 downloads

<{POST_SNAPBACK}>


Yep
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#10 mikker

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Posted 07 January 2005 - 07:55 AM

i think i understand now :D

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

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