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View Full Version : Please Help: Adjusting replicated textures in Max R4.2


Standard Poodle
02-23-2003, 12:59 AM
I have made a tree as displayed in the the three renders below.
http://www.anti-matter.netfirms.com/files/t1.jpg
http://www.anti-matter.netfirms.com/files/t2.jpg
http://www.anti-matter.netfirms.com/files/t3.jpg

As you can see, I have warping of the texture at the roots and branches (horizontal portions) of the tree, as is set up with a cylindrical UVW map. I am trying to figure out how to set it up to eliminate that warping, but am having trouble finding the resources on how to do it, especially for the fact that most tutorials covser Max R5's enhanced UVW tools, and leave me in the dust. When I apply a UVW Unwrap, it displays a top view of the wireframe over one peice of the replicated image, and if I choose the "Make Planar" or whatever that is at the bottom, It shows the tree from a side view, but it is all vertically scrunched, and even if it weren't scrunched like that, I would not know what to do to set it up right. I also tried dividing the tree into portions (so I could set an individual cylindrical projection around each root/branch), and although I id'd the parts fine, I wasn't able to set up multiple cylinders, and I'm not even sure that was the correct thing to try anyways.

So if you could please help me out with this, or direct me to a tutorial (for max 4.2 or older) I would be very grateful. I apologize if this is a really dumb question, I'm kinda a noob. Thxbye

MFreywald
02-23-2003, 01:11 AM
I think what you might wanna try is using selectmesh modifiers between the different UVW modifiers. What I mean is. do a selectmesh modifier, select the faces of the branch (for instance) then apply the UVW modifier while still in the select faces sublevel. then do another selectmesh modifier and repeat. I've never actually done this with UVW maps but it should work. Oh yeah, of course give each UVW modifier it's own ID.

Standard Poodle
02-23-2003, 01:29 AM
thanx, I'll try it.

Standard Poodle
02-23-2003, 01:49 AM
I tried but the flaws this will bring me are thus:http://www.anti-matter.netfirms.com/files/errortree.jpg

they are scaled to fit differently, and form an edge instead of wrapping. Is there a way to fix this without separate textures, or should I be trying a different method? Thanx though, because I actually had never used that modifier before, and you helped me learn. :beer:

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