PDA

View Full Version : Texturing: Multi-Sub Object, Adjusting Individual UVW maps?


James Bending
06-22-2003, 04:52 PM
Hiya, I have a house, on this house i have applied a Multi/Sub-Object texture, the bricks appear ok but my roof tile texture appears distorted.

I want to try and adjust the UVW map of the roof tile texture so that it isnt using the 'Box' i have applied mainly for the bricks sake.

(I have attached a picture of my problem)
http://www.jamesbending.co.uk/street.jpg
If anyone knows of a solution i would be most grateful to hear from you...

Thanks alot

James

Dave Black
06-22-2003, 05:06 PM
Add a mesh select. Select the polys that makeup the roof. With the polys selected, add a UVWMap modifier. Select planer mapping. At that point, you could go into the sub-object level, and rotate and fit the gizmo to your roof.

Now, you really should be using UVWunwrap instead, but the above soultion should work with your current method and problem.

-3DZ

:D

Lestat
06-22-2003, 09:31 PM
3D Zealot: Just curious, why "should" he use UVW unwrap? Wouldn't that mostly be applicable if he wanted to paint a texture and then reapply it? FWIW, i find the method of using multiple UWV maps to place "submaps" on surfaces to be good. It allows you to mix and match procedural and tiled maps which IMO works really well for a lot of stuff.

L.

Dave Black
06-22-2003, 09:50 PM
Well, first off, think of it this way:

If you add maps at sub-object levels over and over using meshselect, UVWMap, etc., what is the end result? You are assigning UVW Cordinates to parts of the mesh, the end result being a really long modifier stack. Now, even if you collapse the stack the coordinates stay the same.

After doing all that, if you add a UVW unwrap modifier, you'l see all you previous mappings right there. That is the truest example of you UVW Coordinates.

So, I ask the question, why not do all the above mentioned work within UVWUnwrap, simplifying your mapping, and allowing you to place all your textures on one map? This is pretty much how it's done. In production, nothing is more rediculous than tracking down 2000 maps that different artists used while creating a piece. I'm not sure, but it really seems like few actually have taken the time to learn UVWunrap, or what UVW coordinates really are.

So my answer is that while you can do it by assigning a whole bunch of UVWmappings(and often this is nessasary), your final output to texture should be within UVWUnwrap.

That's a personal call, but one that I feel is increadibly important.

-3DZ

:D

Lestat
06-22-2003, 09:56 PM
Ok, thanks for the laydown. I have to admit i haven't looked much at UVW unwrap yet, but did it change in Max5? Previously, what you got from it was your mesh unwrapped to a planar map on which you could paint and then reapply. Or maybe that was a different unwrapper?

I guess the reason i use a ton of UVWmaps is mainly i like that i can move them around by just scaling and moving the appropriate modifier. But i can see why it would be usefull to just collapse and unwrap the final texture, both for space and simplicity.

L.

Dave Black
06-22-2003, 10:06 PM
Yeah, it actually took a Discreet rep doing a demo to convince me that UVWUnwrap was the way to go. In R5 it really does kick butt.

I only use the "old" method now to apply cylindrical mapping.

Still, there's really nothing wrong with doing it the "old" way, but it's, well, old. There really is a better way with R5. If you saw that demo, you're jaw would hit the floor.

Alas, discreet does'nt show this stuff on thier site. Ugh.

-3DZ

:D

Lestat
06-22-2003, 10:09 PM
Great, i'll have a look through F1, documentation and play around with it. If it's really that great, i'd better look at it. Once i finish my current project, i'm going to focus a lot on mapping and texturing, as i feel those are my weak spots. (Other than animation, which i haven't played much around with. Taking a course in it in august). I'll try out the unwrap UVW modifier.

L.

Dave Black
06-22-2003, 10:23 PM
I meant to address this, but if you want to mix procedurals with maps, and don't want to use the sub-object method, you can, once you're model has been unwrapped, make B&W masks to mask off areas that will use procedurals, and then use a mix map to blend them the way you want. This is just so that you can have different maps overlapping polys. If you know what I mean?

-3DZ

:D

James Bending
06-22-2003, 10:26 PM
Hello

Thanks for the replies. In the end i chanced upon 'map channel' and worked my may from there.

Now, you really should be using UVWunwrap instead

I dont think you actually explained what uvw unwrap does / is. Hence, I am lost (yet again) ;)

Thanks anyways

James

Dave Black
06-23-2003, 02:55 AM
Just trying to help. Sorry to confuse you.

-3DZ

:D

CGTalk Moderation
01-15-2006, 11:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.