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TheWriter
10-02-2003, 03:05 AM
From other apps i've used, when ever I tile a texture on a plane for example, it used to be perfectly tilable. For example if I told it to go 2xu and 2xv, it did this fine, and fit the texture accordingly. But max always tends to have sides with only half the texture overlaping.

Is there a hidden toggle to correct things? I hit the FIT button but this seems to give me no improvement.

Flemming Hansen
10-02-2003, 11:06 AM
Try check mirror instead of tiles.

TheWriter
10-05-2003, 02:29 AM
Ya I tried, doesn't seem to help tough. Im wondering what is up. The tiling looks right in the viewports... settings are right in material editing, but exporting or rendering, results in inperfect tiling. I remember something like this happening before when I first test drived max..

Flemming Hansen
10-07-2003, 10:44 AM
Sorry... forgot about this thread. :)

If you use a UVW map, mae sure you haven't rotated the material in the material editor.

And as for the tiling. One way to make sure you don't get any tiling, is to use offset (under filters) in photoShop. Then edit your material with the rubber stamp tool.
But to make sure that not only half the texture is overlaping when you import the material in max. You have to make sure you use "full" numbers like 1 2 and 3, and not 2.5 or 3.7

Hope this sorts it out :beer:

bupaje
10-07-2003, 07:13 PM
Not sure if I should answer given I just started with max a few days ago but I did have a tiling problem myself so maybe this helps... try using Bitmap Fit instead of Fit and then you pick the source bitmap. Also set all the tiling there insead of the material editor as I used settings in both places and ended up a mess.

TheWriter
10-16-2003, 08:11 AM
Alright I found the bug. Seems if I tile inside the material editor it does not always work. But if I set them in the modifier panel I get much better results.

My question now is... why is that!?

Cullen
10-16-2003, 08:32 AM
It's max..
There are a zillion funny little things like that.
Now with max 6 there will be 3.7 zillion

I'll be giggling all year.

EricChadwick
10-16-2003, 05:18 PM
There's a thematic difference between adjusting a bitmap from within the material, and adjusting the UVs within the vertices of the object.

For me, both have their place. The trick is in understanding how they work differently, so you can use them effectively. I always prefer more tools, even if it can confuse things.

TheWriter
10-20-2003, 12:33 AM
It seems another trick would be for them to wite a tutorial explaining the difference.

EricChadwick
10-20-2003, 02:24 PM
Reading the manual and doing the tutorials is a start, but most of the way I learn these things is by playing with them.

Personally speaking, the only reason I would another tutorial is if the subject seemed to have the capability of teaching me something in the process.

Off-topic a bit here, but this was a great learning experience for me...
An Artist's Real-Time 3D Glossary
http://www.ericchadwick.com/portfolio/glossary/glossary.html
I would recommend this kind of endeavour to anyone trying to learn about a subject. Maybe someday I'll spend some more time on it, fix the omissions and errors.

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