Well, if Pipe is made of grey schedule 40 PVC, you’re done!
If you want to use the image, define a texture channel, Set Map To to Tube, and Size to match the length of pipe.
Realism is achieved via many texture layers. for example, use a cloud txture for color, and a distored noise for Nor.
I’m looking for the best way to texture this pipe.
What you suggest I disagree with.
I’m not suggesting you don’t know what your talking about.
Just wanted to make that clear.
Shouldn’t I be using UV mapping or Nodes?
Make seams around each flange. You get a few more seams, but the straight parts will be nicely unwrapped and the flanges a bit distorted. Use pinning while unwrapping the mes on verts that are positioned as you need.
Flanges are those thicker parts of the pipe, where the sections are connected together. As in reality, these doesn’t have to be connected to the pipe, or only one end of pipe section can have it. So put seams where different parts meet in your mesh.
It doesn’t matter how are they sorted in UV editor. You are trying to peel an orange and flat the skin out on a table. If you have a complex shape, you cut it into smaller pieces which can be more easily unwrapped and are distorted as little as possible.
Well, so if you had read the wiki you would know the answer. You can use the second unwrap, but you need to move the verts etc into the best positions.
There are many ways to unwrap. Learn something, try each one of them and see the difference.
Read the wiki.
Do a search here for unwrapping a pipe, or just uvmapping.
Do a google search for blender uv mapping! Look for uvmapping a head.
This will explain one way to un wrap your pipe and get the checkered pattern closer to what you want.
In windows media player, you can slow the videos down to watch them. You cant understand what is being said, but for the second or third time through, it helps for those fast movies.
Well, so if you had read the wiki you would know the answer.
Well that was rude.
I have looked at alot of stuff including the wiki
link and none of them stated or told me the best way to
unwrap and texture this model.
I’ll try out what Myn.pheos suggested and post my results.
The texture is Blender generated UV Test Grid (in UV/ Image edit window > Alt+N). I pin the whole part if I’m satisfied with it. It perfectly prevents from being recalculated after some minor hand tweaks were made. Also, it is clearly visible, that this island is finished and I doesn’t have to return to it.