wrap a texture ?

Hi everyone! i hope i post this in the right part of the forum.
My problem sounds quiet easy. I’d like to bake a seamless texture on a character. But i’d like it nicely wraped on it and that… i don’t find how.
So basically it’s kind of tiger spots.
Is there a way to do it ? :S
please.

( and sorry if my english is not so good ! )

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First it looks like you might try mapping to ‘sphere’ or ‘cube’ in your texture mapping channel. That might help with the image being mapped correctly.

I used your texture and set it as an image texture to repeat on my mesh and then also created a new image in the image editor and saved it as ‘newtex’. I unwrapped my mesh in edit mode and then used the bake panel to bake ‘textures’ and then the spots appeared in the image editor - I then saved that file to overwrite the black as the new spot pattern. I then loaded this new ‘newtex’ image in anothere texture channel and set it to map to ‘uv’ , and turned off the previous texture channel. Mine worked fine, so try that out and see if you have good luck with it.

Let me know if you need more explanation or pictures and I will try to help further.
Have fun!
Craigo

first thanks for your answer!
Unfortunatly, it didn’t worked, the picture i posted was a baked texture yes, set as repeat and mapped as “flat”. unfortunatly the sphere mapping get it worse o.O
the cube mapping shows tons of small seams on the body.
it’s a character for a game. the unwrap is already made and i can’t change it.
I think i tried almost all, orco, Object, global, flat, sphere, cube… :S

Maybe can help
http://www.renderosity.com/mod/tutorial/index.php?tutorial_id=1586

What does your mesh look like in wireframe? Also, the pic you have posted - is it regular texture channel in material mapped to ‘flat’ or is it uv unwrapped by view? I ask because those stretched areas look like what happens when I load an image to the editor and unwrap my mesh by view, leaving front and back very well and the sides all stretched out.

It’s taken from secondlife avatars files ( if you are curious you can download them there: http://s3.amazonaws.com/static-secondlife-com/downloads/avatar/avatar_mesh.zip ) It’s not me who unwrapped the meshs it’s was already in object files and i can’t tell if it’s unwrapped by view or so, sorry. I just joined and connected the different parts to make it one object to have seamless textures. The first picture sent is the texture baked ( as flat ) then applied the baked texture as UV map.

it’s regular texture mapped to flat and baked. but yes, the sides on the characted are often stretched and lower quality. It’s taken from SecondLife character object files ( i wanted to give the link to download them but it seems i can’t ). The unwrap is already done and well i can’t change it else it doesn’t fit the game’s template

Maybe your solution would be to bake it like that, then reopen the baked texture after saving it as a copy and then using the paint tool in the image editor to ‘clone’ the parts into the stretched area by moving te source texture around behind the baked one over the problem areas. You could determine the problem locations maybe by painting red marks in texture paint mode on the 3d model with the stretched faces selected? Not sure what your solution will be, but usually there is one if you try different angles of attack.

the “stretched” dots depend actually on the camera angle, and it’s that i don’t understand. If i put the camera pointing at the side , it’s face and back which are stretched confused