Uv Mapping a long object (3ds max 2013)


#1

Hi,
first of sorry for my beginner question:

please have a look at the photo, it will be easier make you understand.
In the max scene you can see a spearfishing shaft, basically a very long in lenght cylinder.
I properly map it as the checker texture that I apply shows, the problem is the lenght of the cylinder. As you can see in the photo, a screen shoot of max Unwrap UVW Modifier,
(the uv islands are properly scaled with a correct proportion between them) if I scale them down to fit the UV space, in blue in the photo, blue arrow, because the lenght of the cylinder, I end up with very small islands. I did not scale them down jet to fit the UV space to show you my point.
Hoping I made you understood, is it correct what I did? I must scale them down to fit the UV space despite ending up with very small islands, losing a lot of definition, and most of the uv space hempty? Could you explain to me please if I did some mistake, how to correctly pack those UV island in the UV space? The problem is the lenght of the shaft that of curse I dont want cut down with seems.
Thanks a lot


#2

I don’t get why you don’t want to cut it into several pieces. If you don’t do that, you’ll never use the UV space effectively.


#3

Ok and thank,
as you suggested I must cut the uv map in several pieces and use a tileable texture,
thanks!


#4

Ok and thank,
as you suggested I must cut the uv map in several pieces and use a tileable texture,
thanks


#5

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