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texture smeering Q. I have made a character of a skinny aline in LightWave and Imported it into xl and have been trying to texture map it so that there is no smearing on the sides of the model but with no success is there a way around this problem. I have been using Flat texture projection using complete textures from photoshop.

A. Try this technique. I’ve been using it for some time for unimesh models and recently found out that Bill Fleming at Kommodo Studios has been doing nearly the same thing in LW. Flat Map it but with feathered Alpha channels (Yes I know stay tuned) Render the character from the front, the back and the side. Make sure they are 32 bit files. In Photoshop separate the Alpha channel as a separate file. Select the Alpha channel pixels by draging the channel into make selection. Save the selection. Fill the alpha with black. Drag the earlier selection into MAKE SELECTION (In Channels). Then SHRINK about 10-15 pixels.Then Feather it the same pixel amount. Now fill the Alpha map RGB channels with white. You would wind up with feathered Alpha channel. Save the file as a Genlock map. Create Genlock maps for each rendered view Now paint the RGB maps using the orthogonal renderings. Save as 24 bit file. Apply using flat maps but with no tiling or mirroring. Use the appropriate Genlock maps.

David Rindner
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