Does anybody know why some areas of a tree, i’ve made on blenders trees from curves script, don’t get affected when i set the image of the bark for the trunk. It works fine when i check the normal map after checking off all the other textures but when i set the uv image back on again some areas are well working with the normal map and some don’t why is this can someone please help?
Here is an image and the blend file isn’t the same tree on th image but it’s texturing is of the same structure please check it and thanks.
Just take a look at the image, why is some areas nicely working with the normal map and some not. What am I missing?
The red rings are the areas being affected well and the yellow not really well. It’s even worse when i scale the u and v scale up, everything seems completely flat then.
can you circle some of the areas where you think there is a problem
now don’t forget taht normal map is good only if you set the camera righ in front of it
i mean the texture
that;s the idea for normal map
so nomral map don’t work well if you ook sidewyas to it
it’s flat cause it’s not a real 3D effect only the illusion of a 3D effect
a bump map might work better may be !
and by the way we cannot increase the size of the pic so difficult to see the details on the pic!
normally and for BGE you should have a image which is a multiple of 2
like 256 X 256 or 512 X 512 or 1024 X 1024 ect,
and to get to see the UV map you need to set the UV in map in panel
now look at this pic i did one with UV map and one with ordinary map
do you see the distorsion in pic
on the left it is UV map and on the right it is orco map!
so i think the rist think is to set you image at a multiple of 2 may be 512 X 512 even if there is some white around the bark but we can try to work the existin gimagge but it wont work in BGE for game ok
everything was done through the tree from curves script it’s within this that the image was mapped onto the tree, so the mapping is a bit more different than normal because the script modifies the image to fit the tree i just have to set the scale i want and the normal map just follows the scaling of the image. if i map normaly on a normal mesh the normal has lovely affect no matter what angle but this curve to tree script seems to work differnt but i need it to get the layout of the bark text onto the tree trunk
i never used it before and not certain what it does
where can you get it
i find it strange that the file size for UV is not a multiple of power of 2!
now you can apply this UV to curve i guess
but not certain that you can change the scale - may be for the overall object
cause the UV wont follow if you cahnge the shape of the object
or you’ll get some distorsion of the mapping
Instead of opening up the actual bark image and unwrapping over that u have to open up the normal itself in the uv image editor and then just open up the actual image on the tex panel as normal and sort out their co-ordinates and so on on there. There’s a bit more to it, check it out on blender guru it’s a really well presented and explained video tutorial. But if i remember properly, Andrew Price,the author of the tut,opened the bark image up on the uv editor rather than the normal map. It works so well now.