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Subject: TEXTURES: LEAD POISONING...


kelley ( ) posted Sat, 28 May 2005 at 6:15 PM · edited Sat, 11 July 2026 at 7:59 AM

file_246339.jpg

I've been re-building a Payens fighter and when it came time to texture, I used the procedural 'lead' texture on the canopy frame, and the gunsight [top center in front of the canopy] In so doing, the lead texture applied itself to the left half of the fusalage. Now I can't get rid of it. I re-applied the proper texture, but you can see the lead texture underneath. Any ideas on getting rid of it altogether?

Problen #2: What would seem to be a simple cylindrical texturing of the cowl doesn't want to happen. Stripes is the best I could get, but the map is checkered squares like the oil cooler beneath. I tried all three axes, and rotated the map through all four orientations. Would the fact that there are two boolean holes in the object have anything to do with it?


Zekaric ( ) posted Mon, 30 May 2005 at 11:11 AM

1/ I can't say too much about the lead thing. What does the shader look like. There isn't duplicate faces in the same ares I presume. 2/ The pattern is a texture map I take it. I haven't hit this sort of case before really. Although I've noticed that using the UV editor in Carrara you may need to rotated the geometry before uv mapping the piece so that you know where the left edge or the texture map should end up. Booleans should make a lick of difference on uv mapping IMO.


Zekaric ( ) posted Tue, 31 May 2005 at 10:35 AM

That is "shouldn't make a lick of difference..." I should really proof read more.


bluetone ( ) posted Tue, 31 May 2005 at 10:48 AM

Did you 'duplicate with symmetry' the other side to make the side that has the problem with the texture? You may have your normals reversed because of it. Essentially putting the texture you want on the INSIDE of the plane. Just my 2 cents... I like the model by-the-by... nice work! Looking forward to seeing it in context.


MarkBremmer ( ) posted Tue, 31 May 2005 at 1:42 PM

I think the revered normals may be the answer. In the Vertex modeling room, under the selection menu, select "Reverse Polygon Normals" and see if that fixes the poisoning!






kelley ( ) posted Tue, 31 May 2005 at 2:30 PM

Aha! I did duplicate with symmetry. I'll try that solution tonight.


kelley ( ) posted Tue, 31 May 2005 at 4:19 PM

Sadly, reversing the normals did not seem to work. I tried to re-apply the texture. No Go again. I thought about deleting the lead texture altogether. I opened the Shader tab in the Properties Tray. I found THREE 'leads'. 'Lead', in the "General" window shows two things with that texture: the canopy frame and the gunsight...which is as it should be. 'Lead 1', [the second instance] has the stripes of the engine cowl as part of it. Could this be part/all of my texturing problem? 'Lead 2' [the third instance] has the fusalage texture. Can the last two instances be deleted from the Shader list? It would seem so, but I tried highlighting them and hitting the Delete key. Nothing happened.


kelley ( ) posted Tue, 31 May 2005 at 4:45 PM

file_246343.jpg

Here's two more shots of the plane. It's a pretty close recreation of Roland Payen's 1935 Pa.100. [except for the paint scheme] I have changed his fixed landing gear [fixed to the fusalage] to a retractable gear on the forward wings. It's tough to get information on him, as he was eccentric in his day, and totally forgotten now. Apparently he had his own company in a suburb of Paris and had one or more planes built and was negotiating with Japan for a design when the war broke out. The Germans confiscated his planes, tested them and were not impressed. After the war his company made assorted stuff...like tubular steel furniture, and Payen did not return to aviation. For more pictures and drawings, type 'Roland Payen' into any search engine and in the first few entries there will be one for 'dannysoar.com'. This site was my introduction to him.


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