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Old 09-16-2013, 09:12 PM   #1
Kjetil Skaara
Oslo, Norway
Join Date: Jan 2010
Posts: 177
same bump map to large and small uv maps

I try to explain this as good as possible. Im just curious hearing suggestions.

I have modelled a tall concrete building. And i have put it together with many separate pieces, a lot of wich is just basic cubes. I want to apply the same bump map pattern on most of the building, so first i have to uv map each piece. But when i do that, the bigger pieces have to have a larger map than the smaller ones, resulting in uneven bump map pattern if i apply the same bump to all of the the only method i can think of is to make bump maps in different sizes. But it feels like i dont have a lot of controll if i do that...

Any advice?
Old 09-16-2013, 09:21 PM   #2
Kjetil Skaara
Oslo, Norway
Join Date: Jan 2010
Posts: 177
or is it better to make all the uvs the same size as the biggest one, and just apply one big bump to all?
Old 09-16-2013, 11:47 PM   #3
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Panupat Chong
Join Date: Feb 2004
Posts: 1,942
If you use Maya you could do it in 2 ways

- Use 3d noise texture. This is independent on UV. But you won't be able to animate your objects.

- Use UV sets

If you're on MAX I can't help.
Old 09-17-2013, 12:07 AM   #4
Kjetil Skaara
Oslo, Norway
Join Date: Jan 2010
Posts: 177
Thank you, i havent looked at 3d noise texture before but i will have a look now (i use maya).

Im wondering does it matters if the uv map is inside the upper right corner, or can i scale it outside of it (if i dont intend to do a snapshot)? I always read that it has to, but it dont seem to make a difference when i scale it outside. Can it give me some troubles which i cant see right away?
Old 09-24-2013, 08:44 AM   #5
Mason Doran
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Wien, Austria
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Your UVs need to use the same texel size. ie: apply a checker texture and make sure the checker pattern is the same size acrossed all objects. Bigger objects require a larger UV space, and smaller objects get a smaller UV space...the texture map should not change.
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Old 09-24-2013, 08:44 AM   #6
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