Hey guys,
I'm trying to make a map, in Gmax, to a spherical projection in Pandoras Box, in which 4 projectors are going to be used for a 360 degrees projection. These projectors are not in the exact same condition of height and distance, though they are very proximate. But I'm assuming that I can correct those little differences during the sphere mapping. So, as far as I could understand, in Gmax, I create a sphere, transform it to a editable poly, edit the geometry according to the perspective of the projectors, and finally, apply the UVW Map to adapt the texture to the geometry accordingly. So far so good. The thing is, I have not been able to make the texture mapping behave accordingly to my modeled geometry. When I export the .x objects to Pandoras Box, I obtain different texture coordinates from each projector, and I can't match those differences using layer properties, since when you use meshes, you lose the editing of such properties as LinX, LinY and Keystone. So, I found that applying a second modifier to the geometry in Gmax, Unwrap UVW, helps to fit the texture map more properly to a spherical surface, but still, it is very complicated to match 4 different projector conditions, even if such conditions are very close to each other.
Am I completely misunderstanding spherical surface mapping? Do I always have to have the same conditions to all projectors in a case of a spherical projection? What is the best way to map a spherical surface in order to send it to Pandoras Box?
Thank you!