RE: Texture mapping
2017-06-29, 17:47 (This post was last modified: 2017-06-29, 17:49 by Travis Cobbs.)
2017-06-29, 17:47 (This post was last modified: 2017-06-29, 17:49 by Travis Cobbs.)
(2017-06-29, 17:41)Travis Cobbs Wrote:(2017-06-29, 7:59)Jaco van der Molen Wrote: The logo on the brick is 4000x1200 pixels.
The belt is 4000x1000.
These should represent the dimensions of the planes on which they must be mapped.
Brick 1x4 is 80x24 LDU, Tile 1x4 80x20 LDU.
For use with your own custom stickers, this is fine. However, for use in an actual part, it is not a good way to do things. The texture mapping parameters can be adjusted to make the texture map smaller than the geometry it is mapped over. So texture images in official files should always be cropped to not contain any empty space around the edges.
On other thing. The belt texture should be black and transparent. When making a texture, you generally only want to include the part of the printed pattern that is actually printed. In this case, that is just the black lines, since the yellow comes from the underlying part. This guarantees that no matter what exact colors are used for the part, there won't be a mismatch. (It also allows the part to be used in completely different colors from the original, as long as whatever color is chosen contrasts sufficiently with the black to allow the pattern to be visible.)
On the batman logo texture, you would want the bat to be black instead of transparent, even though that section presumably isn't printed on the actual part. That's because that part really is supposed to be black, and not "whatever's underneath".