Advanced Member wailingmonkey Posted January 25, 2008 Advanced Member Report Share Posted January 25, 2008 Hi Andrew, I'm trying to get some good use of fill with patterns (for clothing, for instance) and am wondering how you calculate the fill itself, because no matter what I try, I still seem to get a blend over certain surface regions, instead of an attempt to stretch the pattern slightly to fit the form based upon the UVs (which would seem to be a potential option, if the UVs were set up nicely ). I've included a capture of what's happening, and also a shot of my UVs. Also, I'm wondering if there's a way to increase the size of the fill 'sphere' preview when the mouse hovers over it (or something) so that a larger view of what the pattern looks like can be seen when various scale amounts are chosen. Cheers. wailingmonkey Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted January 25, 2008 Report Share Posted January 25, 2008 Cube mapping is used to fit pattern. You can increase the "Edge contrast" in custom fill pattern to get rugh seam. About fitting using uv-s - good idea, will think how to implement it. Large preview - possible, but realtime update of large preview could be a bit slow.I cam do preview larger on mouse over or click. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted January 27, 2008 Report Share Posted January 27, 2008 Done in 2.05 beta 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted January 27, 2008 Author Advanced Member Report Share Posted January 27, 2008 hey! I was playing around today and didn't even notice it. Thank you very much for adding that option. Now when will you be able to manage to recalculate everything mathematically such that it takes the layer (UVs) and creates seamlessness across all the UV borders as well while still minimizing distortion? Thanks again, Andrew. wailingmonkey Quote Link to comment Share on other sites More sharing options...
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