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Jan 25, 2019 at 15:54 answer added HelloHiHola timeline score: 1
May 8, 2018 at 14:29 comment added soslearn I did convert the cube to a sphere with that method, but apparently I should have applied texture before converting to sphere? Right now this is the best I can do: i.imgur.com/nlmQ7nv.png I want a base texture/material which is slightly glossy, and the numbers to be on top. But for one they are distorted, and secondly they have white background even though my PNG has transparent background.
May 8, 2018 at 14:06 comment added kheetor If you start with a cube, it has 6 sides. Each of those sides is going to receive the texture after resetting UVs so you don't want to tile the texture more than that. Afterwards follow this tutorial youtube.com/watch?v=AOn1HXSMMI4 or use subdivision modifier and shrinkwrap. I can post an answer with images later if somebody doesn't beat me to it.
May 8, 2018 at 13:19 comment added soslearn I tried something similar but I couldn't figure out how the Texture panel's "scale" and positions controls could be used to not repeat texture and scale properly. I'll try with U-reset this time, but it will be a long process as it needs to be repeated 6-8 times for every object. Is there no way to add the texture with specific margins and placement on whole sphere?
May 8, 2018 at 7:53 comment added kheetor Subdividing a cube should work for this. Add cube, create UVs by U->Reset, add subdivision modifier and shrinkwrap to a sphere to create nicely mapped spheres. Then use UV coordinates for the textures.
May 8, 2018 at 1:44 history asked soslearn CC BY-SA 4.0