View Full Version : UV & repeating texture
Mikko 11-08-2002, 12:54 AM My first post...
Im not too familiar with this UV stuff so Im wondering:
Im trying to make a road for a scene so if I path-extrude a single poly (in lightwave) with UVs ready, I get a nice regular UV for the curvy road... Then I would like to tile a road-texture on there but I cant manage to tile anything... It uses my tiny square for the entire road... I think Cinema4D has this function to tile textures on UV-maps... Or am I confused? Is there a beter way to do it???
am i making any sense,
mikko
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leigh
11-10-2002, 10:41 AM
But using tiled textures on UV maps kinda defeats the purpose....
If you want to tile images, use standard planar projections instead :)
Mikko
11-10-2002, 11:23 AM
Thanx for the reply! I kinda posted the 'same' question in the lightwave forum but did not get the answer i needed.
I think i need to use UVs. Because the road is not straight. And i want to use a tiled texture to keep the filesize down. As i wrote in my previous post the road is curvy, so if Im understanding this there is NO other way than using UVmappin.
I did solve the problem with UVs. I transformed the uv to have one polygon from 0 - 100% and the rest outside... Maby a strange way to do it, I dont know...
How would you do this? If you have a very long road (or whatever) and its not straight so you cant project a map on there...
.mikko
leigh
11-10-2002, 11:30 AM
I would make the road, all curvy and that. Then I would save it as a new object and straighten it out, and then unwrap the UVs in a planar fashion on the Y-axis. Then I would morph it back to it's curvy shape using the original version as the morph target. That way I would have a straight representation of the curvy road, so that the grain of the tar and any road markinngs painted onto it would follow the curve ;)
As for tiling textures, I never actually use them... Remember that you cannot tile a texture along UVs, as the UV map is always just a single projection of a square image. You cannot change it's size or give it tiling options, it's just a straight UV map.
So you will have to make a large image map anyway :shrug:
You actually wouldn't necessarily have to use UVs in this case though. You could just get a screengrab of the top viewport and paint a straight planar standard projection style map in Photoshop using the screengrab for the shape of the road.
Mikko
11-10-2002, 04:31 PM
Ah morphing... I knew there was a way. I have actualy never used morphing in LW but thats what i was looking for...
As I said i did solve it a bit unconventionaly by having all polys in the road the same size and applying a UV. I wanted to stack all polys on top of eachother which would create a 'tilingtex-effect' but then i read that having polys outside the 'UV-square' made the texture tile...
Thank you very much for your 'assistance' Leigh!!!
...mikko
leigh
11-11-2002, 03:10 PM
Anytime :thumbsup:
Glad to hear that it's all working now :)
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