Surface Application Error
GOD-sSs-END
Posts: 73
in New Users
I'm trying to apply a texture I've made to an object, but it's not applying properly. I've attached a screenshot to show the issue.
The texture is a wood deck with the planks at a 45 degree angle. The whole deck is supposed to be just planks at a 45, but you can see what I'm getting.
How do I fix this?
Thank you so much. . .
screenshot.jpg
1894 x 1026 - 104K
Comments
Is it a single polygon? Try splitting it down into quads - polygons with only four vertices - or triangles and I think it will take the map correctly.
What I did was create a plan in Hexagon, and I performed a boolean to make the cutout. It looked great, but there were errors in the object when I exported it from Hex and imported it into Daz.
To fix the errors, in Hex, I ruled the edges. This gave me the current facetting.
If I can scale the texture, I can do it with three planes, with the texture applied to each plan and scaled to match up. But is there a way to map the texture better to the object I have?
I tried selecting the facets and applying the texture to the selected. That gave me the above image.
So what are the current polygons? Please post a screenshot showing the edges (e.g. Wire Shaded preview mode, from the sphere icon to the left of the button labelled Top View at top-right of the Viewport).
Yes, it is a single polygon. My second post is for you.
I created a plane and performed a boolean with a second plan, and then fixed the geometry errors. Then I imported into Daz and applied the texture to the facets as a group.
I there another way to make this work? Or is there another way to create the object so that there are no additional facets?
I'm willing to use three objects, but can I scale the textures?
Here it is. It's the area in white.The grey is the pool (separate object).
What does the UV map look like? Switch from Wire Shaded to UV View. From there you may have to select View By Node to see the map. Hexagon's boolean function can be very ... "creative" ... at rearranging your model's geometry and it can wreak havoc on your UVs.
The two bif side polygons are awkward for DS (or Iray) to handle - try splitting them into a triangle on top of a rectangle and see if that works better.