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Phil hunt

subdivision and textures

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well this is a fantastic improvement just a simple chair took a minute and then applied a texture

maps really well

 

mapping.jpg

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Glad you spotted it!

@Dave Donleyand his team cleaned up the mapping, so that at the very least single-material textures should look much nicer by default of subdivisions both new and generated from imported meshes.

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That is a marked improvement over the 2016 SubDiv mapping quality.

I haven't played with 2017 very much yet, does the mapping stretch properly with changes made to the SubDiv?

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It seems to do a fairly good job as long as you don't REALLY stretch a single face a great distance relative to its overall size, basically making sure you have a reasonable number of faces in the internal mesh to represent long bits and it's fine. I only tried it with non directional image based or non-repeating textures, things such as grained wood or other directional textures still need a solution.

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just a couple more examples

interesting .jpg3 i have added some noise and it shows up on the mapping more

i think from a distance this will be acceptable in most renderings but when its close up it will be a problem

 

 

1.jpg

2.jpg

with noise.jpg

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It's a difficult choice here. You can uv map using Bodypaint but if your going to do that then just build the object in C4D. I have spent time and effort in this area and still need convincing that SubD is relevant without texture mapping. I would say it's a big improvement in 2017 but....

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i have just done a test render in artlantis to see if the materials will map any better using my render package but seems to have the same slight problems

my other problem may be that artlantis do not issue an export plug in from vw 2017 to artlantis 5 which means i will have to still use 2016 as i don't want to upgrade my artlantis package to 6

i do hope this will not be the case........

jim can you cast any light on this please

 

CAM1.jpg

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It may not matter from certain perspectives, but imagine trying to cover such a shape with textile in the real world.  In this case the problems with applying a texture mirror the real-world problems of trying to cover an organic shape with planar materials.

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45 minutes ago, P Retondo said:

It may not matter from certain perspectives, but imagine trying to cover such a shape with textile in the real world.  In this case the problems with applying a texture mirror the real-world problems of trying to cover an organic shape with planar materials.

Yes, if you want to show textiles (or any material) on an object and have it represented as in real life I guess you need to spend some time and model it as it would be constructed and covered in real life. 
Yes UV mapping can solve all this but its still faking it.

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I made a similar quick chair in VW with SUB-D and then UV mapped it in C4D BodyPaint and then back into VW (OBJ).

A while ago I posted about Sub-D being pretty much useless for patterned textures and Jim suggested that I use BP. Fortunately as an Education User I can get C4D at a much lower price. Learning BP took a short-while but it does look like it is the answer for the near future as it is doubtful VW will get any kind of UV mapping tools.

I just put a couple of quick textures on there to show that the process can be pretty versatile.

Happy to answer any questions on the process.

Screen Shot 2016-09-25 at 15.46.25.png

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@barkest- What happens if you take that imported OBJ object (chair?), convert it to a SubDiv and further modify it? I'm guessing that the texture mapping will get all messed up.

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yes correct the UV map will be messed up. I have added the map to this so you can see it. The map on here is .jpg but I use .psd so I can add layers etc. If you change the mesh via Sub-D then the mesh will no longer reflect the UV map.

base mesh colour.jpg

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On 9/22/2016 at 7:52 AM, Phil hunt said:

i have just done a test render in artlantis to see if the materials will map any better using my render package but seems to have the same slight problems

my other problem may be that artlantis do not issue an export plug in from vw 2017 to artlantis 5 which means i will have to still use 2016 as i don't want to upgrade my artlantis package to 6

i do hope this will not be the case........

jim can you cast any light on this please

 

jim

do you have anything to do with the above re plug-ins      thanks

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Apologies, I do not know anything about that plugin nor its status.

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I don't know a lot about atlantis but if it is a renderer then the mapping will remain the same (what VW generates) so there would be no difference whichever version you use?

 

(Just had a quick read and it seems it will use the imported map so seems there would indeed be no difference - could be wrong of course).

 

 

 

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its just that i want to use v17 but without the export plugin from vectorworks to artlantis i can't use the updated software

so i can only use v16 as this does have an export plug in

i have asked artlantis but they are as much help ......   as well you know what......they need someone like Jim who responds to all 

the good news is that i am trying to use the renderworks package to save me using artlantis its just a bind at the moment to convert all my car models over with all the correct texturing

so I can use these in my models........i am trying but its taking an age to ungroup and reapply the textures

 

  

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