
Texture Basics (Continued)
By: Daniel Routh

This was the mapping method I started out using. It does a reasonable job spreading the texture over whatever surface you give it. Apply Map was designed with the really strange, distorted, or drilled-to-death shape in mind. It's an extra tool on your box when the other texture mappers aren't behaving. It is generally a pain to work with, however, unless you have a good tiling texture. To sum up, if you have a very strange object, or one which the other mappers can't handle, give APPLY a try--if you are using a tiling texture.
Last of the standard methods, but not least, is TILE Mapping. The main power of TILE map is the fact that it can repeat an image over all the different faces. Let's say you had a disco sphere object: you know, the type that spin around and reflect stuff. What if you wanted every different face on that 100+ face sphere to reflect the same texture? You could pull out your trusty Project mapper, and map each separate polygon. (Pack food and supplies for 3 months) Or you could TILE map it. Once you've mapped one polygon with TILE, it automatically applies it to every polygon. This can be used in a myriad of ways. If you just modeled a cube into the outside walls of a house, you could TILE a brick texture on one of the walls, and it would be applied to all the others. Everyone seems to find their own personal preferred use for TILE mapping. It is as versatile as Project when applying to a broad surface such as a single polygon surface such as an endless plane. I don't want to steal from the power of Project, but TILE is definitely an often-used method of mapping.
To Wrap up, (he-he-he) lets briefly cover one other method of texturing: 3D Procedural, and the Pseudo-Environment, and Auto-Environment mapping.
With Topas' powerful mapping methods, you can make the any scene look downright beautiful. It takes some diligence, but remember:
"Veni, Vedi, Velcro". (I came, I saw, I stuck with it.)
<Crystal
Clarity> <Topas Try Me's>
<Povabilities> <Soap Box> <Cranky's
Corner>
<Top> <Back>
<Home> <CG Web Board> <Contact>
The Rendering
Times: Design and Copyright © 1997 -- DCS
& WorkForce Graphics. All rights reserved.
Reproduction in whole or in part in any form or medium without
the express written permission of DCS and/or WorkForce Graphics
is prohibited.