As u can see on the pic below,the ends of my texture is closed (I mean it lacks continuity) and didn’t give me the outcome I desired.How can i fix this? I can only make simple uv maps and on a little more complex uv mapping ,i really suck.Is there a way to make this right without using uv maps?
Note:since english is not my mother language ,sorry for the mistakes .
I believe that is what Moremun was asking for help with. The image that I posted basically shows how to set up a uv map in photoshop. Notice how the images are slightly offset in the white image. I placed guides at their outer edges to get an aproximate size and then resized the canvas to match that size. Finally, I centered the images on the resized canvas in the green image that is inset. You can see that no portion of the image overlaps the canvas edges. That is where you are having the problem with your continuity, or if your image edges are not cut off then you just need to scale your uvmap to fit your image size in the uv editor window. Note the girl is almost shaking hands with herself, but if I were to cur the image off each side of the canvas down the center of her body, she would appear to be kissing herself.
To RamboBaby:
Actually I’m not looking for a solution which includes UV mapping.But if uv mapping is the only way out,can you recommend a way how to unwrap this kinda object?
I would say Mark a seam around the top rim of the challice and another down each side so that the cup is split in half and you also have the inside as a seperate section. Exit edit mode, use F key to enter uvFace select mode and save the uv face layouts of the inside and outside of the mesh as seperate files. (I think anglebased is the option that works best with organic meshes, I don’t do much of this so I can’t swear to it) If you have photoshop CS2 you can use it’s mesh warp tool to EASILY align your images to your uv layouts no mater how wavy or distorted the edges may be. Or you can add your image as a texture to a generously subdivided plane (not subsurfed), deleted …deleted.
Edit: I didn’t explain that quite right the first time so I’m starting over. In front view (NumPad1) add a plane. Now press Ctrl+Alt+0 NumKey. This will snap your camera to the current view, making it perpendicular to the plane. Load the image that you want to mesh distort into the 3D window as a background image and make sure the Render settings are set to PC on the format tab in the render buttons (F10). This will ensure that your image is in the 4:3 aspect ratio put out by most digital cameras. This will also show you exactly how your image will look when initially mapped to the plane. Now add the image texture (F6) that you want to warp to your plane and then scale the plane to the outer boundaries of the camera while in camera view. Then, making sure that you are in object mode (you cant create sticky coordinates in edit mode—at least on the computer that I’m currently using) switch to the editing buttons (F9), and press the “Make” button next to the word “Sticky” on the Mesh tab. Now you can distort this image at will.
Next, load the uv face layout that you saved earlier into the 3D window as a background image. Tab into edit mode, Press Zkey to view your mesh as transparent, and begin distorting your mesh so that it follows the contours of the uv layout.
Your camera needs to be perpendicular to plane B4 you start which is easy enough by selecting front view with NumPad 1key and pressing. As long as you stay in camera view your final image should be fairly precise. should When you’re finished distorting the mesh, render it out at a sufficent size as image plus alpha bring it back into Blender as an image texture and enable the button labeled “Use Alpha”. Now load it into the uvimage editor and scale your uv face layout to match the outline of the image. It’s a little moere work than photoshop but it’s still not that hard. This can be a real help if you’re having trouble getting a good layout when you unwrap.