deedub opened this issue on Jul 12, 2004 ยท 6 posts
deedub posted Mon, 12 July 2004 at 4:57 PM
Attached Link: lightsabre tutorial shader

falconperigot posted Tue, 13 July 2004 at 8:03 AM
In PS just make sure that the Offset values are half your image map dimensions. So for an image 256 x 400 pixels (width x height) put 128 in the Horizontal figure and 200 in the Vertical. Then make sure 'Wrap Around' is checked and click OK. Now, using the Clone tool get rid of the horizontal and vertical lines that will have appeared in the middle of your image, being careful not to change the pixels along the edges (otherwise it won't tile well). That's it. You can test it in PS by selecting the whole image (Ctrl+A) then Edit>Define Pattern. Got to File>New for a new image and make it much large than your tile, select all, Edit>Fill>Contents>Use Pattern. In Carrara 3 (if you are using it) you could use the UVMapping feature in the Vertex Modeler to output a template that you could use - but of course there would be no need to tile an image if you were doing this. Otherwise make sure you use an appropriate mapping mode in the Shader tree and test the number of tiles to get the best result. HTH Mark
deedub posted Tue, 13 July 2004 at 1:08 PM

nomuse posted Tue, 13 July 2004 at 2:04 PM
3DXtract, eh? I'll take a look over there. I think I've puzzled out most of Carrara's UV mapper now and although some parts of it still bug me I'm starting to get some decent maps out of it.
deedub posted Wed, 14 July 2004 at 5:47 PM

beetle-car posted Thu, 15 July 2004 at 3:02 PM
Hi deedub, To 'paint' a brushed metal texture, you can try this: In Photoshop, open a new document and add noise with the 'noise' filter. Then add a bunch of horizontal motion blur with the 'motion blur' filter. Make the map seamless using the offset/clone stamp method described above, add it to your bump channel and tweak settings as necessary. Hope you find this useful. Dennis