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HeroR

Cylinder Texturing

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Hello,

 

I am having trouble properly texturing a space station I have created. I made the space station using several cylinders that I connect together and create hallways and rooms. Problem is when I textured the space station there is this annoying warp between the floor and the walls in some areas that does not look natural. The floor texture also have an unnatural bend despite the UV map being straight. I am not complete sure how to fix it.

 

Attach is a reference picture of what I am going for.

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Do you have a screenshot of the result you're getting now?

Are you defining textures modes and UV's manually/ through code, or using a modelling application?

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There are different ways to unwrap a cylinder, if you show us a image of how you unwrapped it we can show you how to improve.

 

The easiest way to unwrap a cylinder is to same way you learned to in math. Just cut a line on one side and remove the top and bottom.

 

Here is a quick Blender example of what I mean:

DqzebXo.png

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I am so sorry for taking so long to get back to you. I can't show the UVs because they are work related. I have playing with the map and I solved most of my problems. It was more on how I tried to texture in Photoshop than the UV map itself. I was trying to be too clever. And, I guess I should have explained it better, what makes this model such a pain is that cylinders are merged with others cylinders to create hallways.

 

I will say building a good UV map is hard since there are dozens of different ways to do it with no one correct way. As for the question about the cubic projection, no I didn't do that. I used the Planer Map, select the faces, and then sew the pieces together. Also, thanks Scouting Ninja for the reference.

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