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JuddWack
09-15-2005, 04:40 AM
I will be applying a lot of seamless textures to this project I'm working on. I'm wondering how I can get the UV Texture Editor to display the bump map so I can scale my UV's properly?

BTW, I have a wall, door, door frame, and step all as one object. Would it be best to lay the UV's all down together and link them to the same shader or should each distinct surface get its own shader?

Thanks

JuddWack
09-15-2005, 05:40 PM
Anyone, please?

tachy0n
09-15-2005, 08:37 PM
You can choose the image to be diplayed in the UV editor by rt clicking then choosing Image-->Select Image.

As for the different objects, if they all have the same material then of course you should put one shader on all of them, otherwise seperate UVs and seperate shaders

JuddWack
09-15-2005, 10:04 PM
But when I choose Display Image it selects the image I have in my color channel. How do I use my bump image?

And as for the other part of you answer, maybe I am not sure of the difference between material and shader. I thought they were the same. To be more precise should a a door and a door knob be mapped on the same UV chart, since the doorknob will most likely have drastically different bump and specular properties then the door?

Thanks for your help.

tachy0n
09-15-2005, 11:26 PM
But when I choose Display Image it selects the image I have in my color channel. How do I use my bump image?
And as for the other part of you answer, maybe I am not sure of the difference between material and shader. I thought they were the same. To be more precise should a a door and a door knob be mapped on the same UV chart, since the doorknob will most likely have drastically different bump and specular properties then the door?
Thanks for your help.

It shouldnt be doing that... here at least if i select my bump image it sticks with the bump image even if i toggle the display image. Dunno what could be the problem.

As for material/shaders, like i said, you shouldnt need to have both the door and doorknob in the same UV set. If you do want to do it this way then you will have create seperate alpha maps to control the blending between the materials of the 2 surfaces (in a layered shader) Much easier to just keep them as 2 seperate objects and your shading networks simple.

Sue3d
09-16-2005, 01:03 PM
You could temporarily apply the bump map to the color channel. Then you would be able to see it in the UV Texture Editor. Then, when you're done with the UVs, you could put the color map back.

JuddWack
09-17-2005, 05:57 AM
That is what I ended up doing sue but found it a bit cumbersome. I would much rather scale my image using Place2D rather than have to scale my UVs. Thanks anway.

Emil3d
09-17-2005, 02:04 PM
Change the Textured chanel to Bump Map in the Attribute Editor > Material Tab > Hardware textureing section.

Sue3d
09-17-2005, 02:24 PM
Cool! Gotta love this forum! Thanks Emil3d. :)

JuddWack
09-18-2005, 11:26 PM
Freakin awsome!

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