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thinkpozzitive
06-23-2008, 11:47 AM
Hy.
I've been haveing trouble mapping a huge amount of terrain. The problem lies in the fact that realativly tall pieces of mountain get their mapping streched out at the bottom. The topology of the mountaneous area is not suitable for a cylindrical mapping, that would have solved the issue if only one mountain was in the landscape.
Does anyone have any ideea on how to get the mapping correct, and not have a lot of streches?
The mesh polygon number is a lot, and unwraping and pulling faces and verts is very time consuming.
Thank you.

gregsandor
06-24-2008, 07:59 AM
What format is your terrain? What software are you using?

thinkpozzitive
06-24-2008, 11:01 AM
i'm using 3ds max
and the terrain is a plane with a few displacements on it (generated from procedural maps)

Leionaaad
06-24-2008, 04:27 PM
displacement as modifier or as shader? If it is a modifier you can put a uvw unwrap on it and use the pelt map. Then edit and relax the points.
Other thing that might help: use masks, and composite materials. This way you can have cylindrical projection on the slopes wich are steep and planar projection from the top on everything else, these on different uv channels. you can hide the seems by painting the mask there.

neilblevins.com
you can find a tutorial wich explains in detail what I am talking about, but it uses multi/subobject materials (if you don't want composite.)

azozel
06-26-2008, 03:57 PM
I would map it using different UV channels and have them blend together in nondescript areas.

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