Hi guys,
sorry if I’m not posting in the right category - it’s the first time I’m using the new forum.
I’m looking for a way to replicate a rubber material of a hose that has small “channels” along the hose’s axis. I tried to do that using Will Gibbons’ awesome tutorial for steel cables and specifically the mesh texture with UV mapping type and line shape of the mesh but I’m not getting any lucky e.g.:
Although the mesh preview shows that the lines are continuous from end to end the displaced material is split horizontally by vertical lines
The 2 fillets are smooth although on both right and left of them the body has channels
The displaced channels are edgy although the mesh preview looks okay
It seems that there are restrictions for uploading KSP files or sharing Dropbox links so I’ll add few screenshots for more clarity.
I would be really helpful for any guidance how to achieve the correct material.
Thank you!
I agree with Oliver. Try UV unwrapping your model to see if this solves the texture mapping issue. You can check out our UV Unwrap QuickTip here: https://youtu.be/MXSODhK_VS8
Guys,
thank you for pointing out what caused my issue. After playing around with the UV Unwrap tool I managed to get good results. All the “channels” are with similar size and in the same direction.
There is a small misalignment between them and if in a given region they are aligned in the next they are not (e.g. the green and red regions shown below). Also probably to not correctly set displace feature but there are gaps between the different segments marked with blue arrows.
Any advice how to improve that?
Thanks!
I am thinking it could potentially be a couple issues.
First thing I would check is to make sure your model normals are all good, as if there was any shading issues with the original model, this could be problematic. I would try to first used the Edit Normals tool and run it at 45 degrees and have it fix any normals issues. If there is no significant change, try it at 25 degrees.
If that doesn’t solve the issue, it could be where you are drawing your seams in the UV Unwrap. You may want to run a seam along the long length of the model and run the seam on the side that is not visible in the final renders.