Utilizing UV Space for long objects

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  01 January 2013
Utilizing UV Space for long objects

I was reading the thread below, specific to MAX, and was wondering if there's any way to go about utilizing UV space in the same way for Maya. I know you could use multiple UV spaces but is there another way? Let's say I am doing a bridge that needs to look different throughout various sections of the bridge. How would I go about UVing that and texturing it accordingly while retaining good resolution?


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  01 January 2013
well there's a variety of ways to do this.. you can either create section of the map and arrange them to fit with in the UV square and then have a single large texture map. You can break the map up into sections and assign several shaders to the sections. They are way to map different sections to different UV maps and have them all connect to the same shader.
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  01 January 2013
Originally Posted by gmask: well there's a variety of ways to do this.. you can either create section of the map and arrange them to fit with in the UV square and then have a single large texture map. You can break the map up into sections and assign several shaders to the sections. They are way to map different sections to different UV maps and have them all connect to the same shader.



Thanks for the input. I'm looking for a way to accomplish this with one long seamless texture, but It looks like there's not really a way, other than breaking the object up and then matching the seams in an outside app, like photoshop.
 
  01 January 2013
i would use uv tiles and paint everything in mudbox or mari...
mudbox is able to read uv tiles and paint several textures in one go...
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  01 January 2013
Originally Posted by jibberishballr: Thanks for the input. I'm looking for a way to accomplish this with one long seamless texture, but It looks like there's not really a way, other than breaking the object up and then matching the seams in an outside app, like photoshop.


It's really not a problem, at least in Maya. You CAN have none square texture. Lets say you bridge is 20:1. Simply have a texture resolution like 4000x200 and a normalized UV will give what you ask for.
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  01 January 2013
Originally Posted by BruceCLin: It's really not a problem, at least in Maya. You CAN have none square texture. Lets say you bridge is 20:1. Simply have a texture resolution like 4000x200 and a normalized UV will give what you ask for.


Yeah this is true.. it's mostly an issue of how large and how detailed do you need the maps. I was thinking in terms of many 8k maps.. then you pretty much have to use tiles rather than 80k by 2k.. y'know?
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Last edited by gmask : 01 January 2013 at 04:18 PM.
 
  01 January 2013
Originally Posted by BruceCLin: It's really not a problem, at least in Maya. You CAN have none square texture. Lets say you bridge is 20:1. Simply have a texture resolution like 4000x200 and a normalized UV will give what you ask for.



Can you explain what you mean by a normalized UV in Maya?
 
  01 January 2013
Originally Posted by jibberishballr: Can you explain what you mean by a normalized UV in Maya?

Normalize is a function in Maya that stretch you UV to the full UV space. So if you bridge's UV is a really long rectangle, it will turn the UV in to a square that fits perfectly in the 0-1 UV space. You can access it from UV editor/Polygon/Normalize.
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  01 January 2013
Originally Posted by BruceCLin: Normalize is a function in Maya that stretch you UV to the full UV space. So if you bridge's UV is a really long rectangle, it will turn the UV in to a square that fits perfectly in the 0-1 UV space. You can access it from UV editor/Polygon/Normalize.


Wow! I wish I had known about this long ago...haha! Thanks for the advice
 
  01 January 2013
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