rdg Posted March 26, 2008 Share Posted March 26, 2008 I am modelling a moebius strip. I don't know how to use the parametric form described by Paul Bourke [1]. So I used a circle and rotating lines to fake the model. As this cannot be skinned - I added the mussing part. This wrecks the point numbering which I hoped to use to generate half-usable UV coordinates. Also the surface isn't very' creep-able' - as I want a texture to float along the surface. As you might know the moebius strip only got one surface - and also just one edge. So I guess the only real way to texture this is using the parametric form to construct the surface. Even then some tricks might be needed to get the texture over the 'edge' - which doesn't exist in reality. moebius.hip.tar.gz Maybe some one can help? Any ideas are appreciated. [1] http://local.wasp.uwa.edu.au/~pbourke/surf...bius/index.html Quote Link to comment Share on other sites More sharing options...
rdg Posted March 26, 2008 Author Share Posted March 26, 2008 I found a way to create some uvs with a meaning. (for now I am skipping the bridge part) As the modeled moebius strip got a front and a back I try to offset the uv's of the back by .5 Using a texture of a nice aspect ratio should allow me to texture it in a natural way, For now I am using isfrontface() to switch between front and back. But this seems to relate to the camera: how can I identify if a face is a front or a back face? Quote Link to comment Share on other sites More sharing options...
rdg Posted March 26, 2008 Author Share Posted March 26, 2008 eetu introduced a theory of using two surfaces to mimic the moebiusband. and it works: http://www.preset.de/2008/0326/ there is a mapping error on the edge, which is not visible in the viewport. But I guess I can get rid of it. Quote Link to comment Share on other sites More sharing options...
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