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dark_tranquiltiy
06-22-2007, 12:11 PM
Hi I have made a tileable texture in zbrush and am using it for a stone ground for my environment back in 3d max,

I have a ground plane that has scaled up uv's (outside the 0,1 Uv Box) so that the tile has apporpriate size.

My plan was to use a mix material and copy the texture to slot 2 and colour correct the brightness of slot 2's down and paint a mask along the edges of the buildings or where ever I may need darkness.

But as the texture is outside the 0,1 space and will appear tiled I cant use that in photoshop

So I tried to rescale the uv's or apply another uv projection using map channel two.

But that does not seem to work, Is there an easier way to do this?

Here is a quick render and paint over of what I am explaining:

http://img248.imageshack.us/img248/2141/paintover01qq0.jpg

Lastly is there a tool to paint directly onto 3d models in 3d max maybe like the 3d paint tool in Maya?

Any help would be greatly appreciated.

Jim.

Cameo
06-23-2007, 05:43 PM
By the look of your image would you not get that naturally using an occlusion pass anyway? Or does it actually need to be part of the texture?

Im afraid I dont use Max so cant help software-specific but in Maya it is possible to have multiple UV layouts for the same object and hence you could have your scaled up version and another set of UVs for the dark areas.

Ideally though you should probaby keep your UVs in 0-1 and then you can use the same UVs for the tile and the dark texture. There must be a way to tile the texture elsewhere, in maya each file texture has a placement node, are there some controls for each specific texture in Max? So you could set your tile to tile like 5x5 or whatever and leave the dark one as it is and then use your combiner/layered texture method?

Good luck

dark_tranquiltiy
06-23-2007, 10:58 PM
Yes that should work, you can tile the image via attributes in the bitmap parameters I just though it would tile the where I paint but that would be on a seperate channel, thanks for the help.

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