PDA

View Full Version : UV Texturing buildings


gandalf_the_red
09-06-2003, 09:32 PM
Hello, all. I came here to see if anyone can help me out on some uv mapping. I know how to use the unwrap uv modifiers fine, but when it comes to correctly tiling the floors and walls in a house i get stuck.

I have read through the documenation a few times and understand a little bit about material IDs but have not seen many examples on how to implement them well. For example, if i have a box for a house, I want to tile the floor with one texture, the ceiling with another, and then the walls, but am not sure where to go with this. I use the planar map and I can get the floor tiled fine, but then it also projects this onto the ceiling as well. I just don't understand the basics enough to well on this ID switching stuff.

AJ
09-06-2003, 10:15 PM
Look into Mult-Sub Object materials and mapping channels.

With multi subs you assign different numbers to faces/polys and these faces will display the material with the corresponding number in the mutli-sub material.

Now, to control the placement of UV mapping, you then use the mapping channels (it gets confusing at first). Basically these are numbers (again) that correlate any map (say a bitmap for example) with a UVMap modifier. So if the bitamp for the floor is set to mapping channel 3, and the UVMap is also set to 3 - it will control that map.

There are other ways to (leaving your subobject selection open when appyling the UVMap modifier), but try to get your head around this first.

Hope any of that helps!

:D

gandalf_the_red
09-11-2003, 11:53 AM
I can see where my collapsed box has a different ID value per poly. But I can not see where in the material editor to edit the ID? I dont see any ID label at all in the material editor.

gaggle
09-11-2003, 12:12 PM
Check again mister, hit up one of your Bitmap nodes, and in the top.. right? corner there's a Mapping Channel spinner.

The spinner will be present on nodes that requires UVs to place them correctly. Ie. you won't find them on nodes like Mask or the shader itself, etc.

gandalf_the_red
09-11-2003, 01:31 PM
Is this thing the arrow that just points right?

EricChadwick
09-11-2003, 04:31 PM
Material IDs on your object correspond to the numbered Standard materials within a Multi/Sub-Object material.

UVW Channel #s on your object correspond to the Map Channel spinner within the Coordinates rolllout of your Bitmap map type, within each Standard material.

Maybe that helps? It is confusing like they say, but once you get it...

gandalf_the_red
09-11-2003, 05:03 PM
YES I AM VERY CONFUSED! And trying to find a tutorial that shows how to do this without getting so complex about it.

EricChadwick
09-11-2003, 05:12 PM
Help menu, Tutorials..., Contents tab, Introduction to Materials and Mapping, Mapping and Mapping Coordinates.

Follow it carefully, you'll get it.

gandalf_the_red
09-12-2003, 12:05 AM
Ok I found the material ID and the map channel. Doing a lot of tests and re-reading, still confused as hell. Hopefuly I'll get it soon enough.

EricChadwick
09-12-2003, 02:09 PM
Best way is to actually work through the tutorial, replicating step by step. Not just reading and skipping around.

gandalf_the_red
09-13-2003, 07:06 AM
I think a big area where you can get steered wrong, is using a material other than the mutil/material.

TheWriter
09-13-2003, 06:22 PM
I have been wondering that myself. How would you do it with generic material settings.

EricChadwick
09-13-2003, 06:32 PM
If you want to avoid a Multi/Sub-Object material (which is actually pretty generic, most game exporters support it), you would have to separate the walls from the floor from the ceiling. All separate objects, each with their own Standard material.

I think that's what you're asking...?

TheWriter
09-15-2003, 01:10 AM
If you ask me, seperating everything would tax more resources on the game engines.

Now here is a problem I had once. A box is used as a factory. I tiled some bricks all over her, got her all dandy. Next step, was to add windows. How was I going to apply a second texture, to position these suckers? I had a plan on using the gizmo to align them, but ran into some problems. I ended up just cutting holes in the damn box. Though, looking back I think maybe there were two ways.

#1, collapse the first tile, then map a window, collapse, and map the other windows. and keep collapsing. But if you make a mistake, you are so fuxx0ured later.

#2, use multi/sub materials, though this gave me problems myself and I dont think I ever got it figured out just right.

These are both viable options or is there an even better method?

EricChadwick
09-15-2003, 01:42 AM
If you ask me, seperating everything would tax more resources on the game engines.
I agree. But you were asking about non-Multi/SubObject methods. That's the only way I know to use different materials on surfaces...

#1, collapse the first tile, then map a window, collapse, and map the other windows. and keep collapsing. But if you make a mistake, you are so fuxx0ured later.
Huh? Greek to me.

#2, use multi/sub materials, though this gave me problems myself and I dont think I ever got it figured out just right.
I use this method daily. Depends on your exporter/engine of course. I am surprised that M/SO materials cause so much misunderstanding. Did you guys go through the Gluggo/Glupco tutorial that ships with max?

I could try to describe the method further, but I'm not sure where the misunderstanding lies. What about M/SO materials is giving you grief?

CGTalk Moderation
01-16-2006, 01:00 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.