Anyone got a free football texture?

Miscellaneous Forums/Graphics Showcase/Anyone got a free football texture?

Hi has any one got a free soccer/football ball texture that will wrap a sphere correctly?

I know this isn't much help however, I tried looking for one when I was doing sphere racer and failed. They're are a bitch to do youself too.

However, if you use a geosphere and just colour individual triangles you can get a 'close' effect that looks pretty cool.

As Rob says, a geosphere is probably your best bet.

Creating a football texture to map to a regular sphere would be a nightmare, if not impossible(?).

how to create a geoshere

A Geosphere ...

Graphics3D 800,600

Dim Geo ( 3 )
Global Camera=CreateCamera()
Global Light=CreateLight()

WireFrame True

Demo()

End

;======================================
;======================================
;======================================

Function Demo()

	PositionEntity Camera,0,0,-5
	RotateEntity Light, 30, -60,0

	For l= 0 To 3
		Geo( l ) = GEOcreate ( 0, l+1 )
		r = 100+84*(l=1)+42*(l=3)
		g = 100+84*(l=2)+42*(l=3)
		b = 100+84*(l=0)
		EntityColor Geo( l ), r, g, b
		;EntityFX Geo( l ), 4
		UpdateNormals Geo( l )
		EntityShininess Geo( l ) , 1
		PositionEntity Geo( l ), 2.0 * Cos( l * 90 +45 ) , 2.0 * Sin( l * 90 +45 ) , 0
		If l = 3
			For p = 0 To 50
				Extrude ( Geo ( 3 ), Rnd( 0,1 ) )
			Next
		EndIf
		
	Next

	While Not KeyDown(1)
	
		For l= 0 To 3
			TurnEntity Geo( l ), .2 , -.125, .1
		Next
			
		RenderWorld()
		Flip

	Wend
	
End Function

;======================================
;======================================
;======================================

Function GEOcreate( Parent , Detail )

	Mesh = CreateMesh( Parent )
	S = CreateSurface( Mesh )
	a#=2.0/(1.0+Sqr(5.0))					
	b#=1.0/Sqr((3.0+Sqr(5.0)) / (1.0+Sqr(5.0)))
	v01=AddVertex(S,  0,  a,  b)
	v02=AddVertex(S,  0,  a, -b)
	v03=AddVertex(S,  0, -a,  b)
	v04=AddVertex(S,  0, -a, -b)
	v05=AddVertex(S,  a,  b,  0)
	v06=AddVertex(S,  a, -b,  0)
	v07=AddVertex(S, -a,  b,  0)
	v08=AddVertex(S, -a, -b,  0)
	v09=AddVertex(S,  b,  0,  a)
	v10=AddVertex(S,  b,  0, -a)
	v11=AddVertex(S, -b,  0,  a)
	v12=AddVertex(S, -b,  0, -a)
	GEOsub( S, v02,v05,v07,Detail )
	GEOsub( S, v01,v07,v05,Detail )
	GEOsub( S, v01,v03,v11,Detail )
	GEOsub( S, v01,v09,v03,Detail )
	GEOsub( S, v02,v04,v10,Detail )
	GEOsub( S, v02,v12,v04,Detail )
	GEOsub( S, v03,v06,v08,Detail )
	GEOsub( S, v04,v08,v06,Detail )
	GEOsub( S, v07,v11,v12,Detail )
	GEOsub( S, v08,v12,v11,Detail )
	GEOsub( S, v05,v10,v09,Detail )
	GEOsub( S, v06,v09,v10,Detail )
	GEOsub( S, v01,v11,v07,Detail )
	GEOsub( S, v01,v05,v09,Detail )
	GEOsub( S, v02,v07,v12,Detail )
	GEOsub( S, v02,v10,v05,Detail )
	GEOsub( S, v04,v12,v08,Detail )
	GEOsub( S, v04,v06,v10,Detail )
	GEOsub( S, v03,v08,v11,Detail )
	GEOsub( S, v03,v09,v06,Detail )

	Return mesh

End Function

;======================================
;======================================
;======================================

Function GEOsub( S, v1 , v2 , v3 , Detail )
	
	If Detail > 0 
		nx#=(VertexX(S,v1)+VertexX(S,v2))/2
		ny#=(VertexY(S,v1)+VertexY(S,v2))/2
		nz#=(VertexZ(S,v1)+VertexZ(S,v2))/2
		l#=Sqr(nx*nx+ny*ny+nz*nz)
		n1=AddVertex(S,nx/l,ny/l,nz/l)
		nx#=(VertexX(S,v2)+VertexX(S,v3))/2
		ny#=(VertexY(S,v2)+VertexY(S,v3))/2
		nz#=(VertexZ(S,v2)+VertexZ(S,v3))/2
		l#=Sqr(nx*nx+ny*ny+nz*nz)
		n2=AddVertex(S,nx/l,ny/l,nz/l)
		nx#=(VertexX(S,v3)+VertexX(S,v1))/2
		ny#=(VertexY(S,v3)+VertexY(S,v1))/2
		nz#=(VertexZ(S,v3)+VertexZ(S,v1))/2
		l#=Sqr(nx*nx+ny*ny+nz*nz)
		n3=AddVertex(S,nx/l,ny/l,nz/l)
		GEOsub( S, v1,n3,n1,Detail-1)
		GEOsub( S, v2,n1,n2,Detail-1)
		GEOsub( S, v3,n2,n3,Detail-1)
		GEOsub( S, n3,n2,n1,Detail-1)
	Else
		AddTriangle(S,v1,v2,v3)
	End If

End Function

;======================================
;======================================
;======================================

Function Extrude ( Mesh, Radius# )

	pivot = CreatePivot( Mesh )
	PositionEntity pivot,0,-1,0
	RotateEntity pivot, Rand( -90, 90 ), Rand(-180,180),0
	
	temp = CreatePivot()
	
	S = GetSurface( Mesh, 1 )
	CV = CountVertices ( S ) - 1
	For V = 0 To CV
		Vx# = VertexX( S, V )
		Vy# = VertexY( S, V )
		Vz# = VertexZ( S, V )
		PositionEntity temp, Vx, Vy, Vz
		Distance# = EntityDistance ( temp, pivot ) 
		If Distance < Radius
			E# = Cos( Distance / Radius * 90) * .005 
			Nx# = Vx - VertexNX ( S, V ) * E
			Ny# = Vy - VertexNY ( S, V ) * E
			Nz# = Vz - VertexNZ ( S, V ) * E
			VertexCoords S, V, Nx, Ny, Nz
			VertexColor S, V, 128,128,128
		EndIf
	Next  

	FreeEntity pivot
	FreeEntity temp	

End Function



Or just choose GeoSphere in your modelling app!

Created with a geosphere depth 2, 320 triangles.




Rob that football is a start init? I wonder if there's a better one knocking around.

What is she doin gin the 2nd picture - looks like she might have stuck that ball up her a***

Are you working on a Soccer game for the world cup? :)

Here is a soccer/football - it is a lightwave object but seems to load into milkshape easily enough.

http://www.space.net.au/~phaedrus/objects.html

Grisu, not exactly. It's a bit hush hush at the mo...

Matty ta.

How can I safely reduce the poly count Matty?

The ball model although good, needs some serious work done first anyway, there's loads of loose edges, very bad geometery.

Reducing the poly count with something like that can really only be done manually.

Its weird - i have found textures for tennis balls, beach balls, baseballs, pool balls, basketballs but not a football - weird huh?

there's one on this page. should be rather simple to emulate.

http://www.thehardmans.com/content/Portfolio/Textures/j_textures.htm

You know what if you want something doing...













1440 polys - Am I a Wings genius?

Does wings have geospheres, now? I guess I need to update.

No it doesn't!!!!

This was done by hand starting from an isocahedron. Look at the first image...

Ah, I missed the first image, for some reason.

I added it afterwards :-)

lol. That would explain why I missed it, then. :P

still I'm pretty pleased with this...

<trumpet?>

is this for a game? it's mighty high poly. nice looking though!

Yeah, the bevels have cranked the poly count up. Looks nicer than bump-mapping, though. :P

Markd,

it's the ONLY object in the game! So a the poly count isn't a problem, in fact its now a 5400 poly count.

gotcha!

ps: just for the record... THIS is a football :D



oh dear markd. UNLEASH THE FURY!

Yeah markd, that's a football... that's been fed through a mangle! :P

it's the ONLY object in the game!
Really!? Well, that's one game I've just GOT to see. :)

OK let's just sort this out before we go any further.

My model IS a football. That funny shaped object, markd, is an American Football football.

Now you *might* call a football a soccar ball. That's your reality. It IS a football.

Anyhow. Football or soccar ball England will whip any American team any day.

There I've said it.

Phew.

ps: just for the record... THIS is a football :D
Looks more like a rugby ball to me, but hey, if you want to kick that thing round a field all day that's up to you.