New desktop sketch (can't get bump or specular maps working)

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pocket rocket
Posts: 7
Joined: Thu Nov 25, 2010 8:48 am

Image

First try with Octane, the models are to scale, Behringer B3031A speakers, Maverick D1 DAC, AKG K 601 (without the perforations because the textures don't work) and a 23" display.
Just a two minute render with a GTX 460 1GB OC, I love Octane but I'm afraid to purchase it because I'd like to rest assured that in the purchased beta atleast normal and specular maps should work. At the moment they pop up in material editor, but in the scene they either turn my models pitch black or do nothing. Normal diffuse textures do work, but nothing happens when I assign them into specularity/bump/normal although the material editor shows them just like I want them.
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greg.thoman
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normal and Specular maps do work. Make sure you have UV map coordinates on the object that you want to use textures on. Otherwise, every vertex is given the same coordinate resulting in a uniform solid color.

UV map your objects and you should be able to use them just fine. ;)
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pocket rocket
Posts: 7
Joined: Thu Nov 25, 2010 8:48 am

Image

Got them working but they seem to clip between tris and quads on spherical surfaces, no idea how to fix that myself.

Thanks anyway, this is huge progress alone!
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face
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The best thing is to triangulate all.

face
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greg.thoman
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That means that your uv are overlapping or otherwise not laid out properly. Try projecting your uv's from a straight on view.
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pocket rocket
Posts: 7
Joined: Thu Nov 25, 2010 8:48 am

I didn't mean only tri-quad intersections, and Blenders .OBJ exporter triangulates everything. It's between all faces with the exception that it doesn't clip between subsurfaced faces, only the faces I've UV-unwrapped myself before subsurfacing is applied by the exporter.

Or should I apply subsurfacing before UV mapping? That sounds tedious and not handy because I tend to change my models as I go.
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greg.thoman
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You should be able to align this area to the view, and then go to edit mode with you vertexes selected press U to bring up the unwrap menu and select 'project from view'. This will align all the UV's so the edgesnline up properly and you won't see the seams.

Are you using an image map for the texture or procedural? If image make sure the image is tillable. You shouldn't have that problem with a procedural.

Just more thoughts.
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pocket rocket
Posts: 7
Joined: Thu Nov 25, 2010 8:48 am

it's a tileable image alright, and for the spherical surfaces I just did a "unwrap" instead of my more commonly used "project from view" because the headphones are in a 35° angle and I can't get a dead-ahead look of them anymore. Guess I have to get them to their normal position again and do some unwrapping!

Thanks for all the help :3
Odeas
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If you've not applied the rotation of the headphones you should be able to go into the transform properties (N key) and clear the rotation to bring it into line, or rotate by -35 if thats the exact rotation.
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