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Uv problem

Hello poly count community, i'm new here and to 3d modeling. I've got the basic modeling down but the problem i am having is with UVW mapping, as you can see on my model the roof checker is fairly large and i don't know how to go about making the texture mirror and be seamless around. I've added text to show where and what's what. If someone could kindly give any tips to help me or anything i would be very grateful.

gelp.jpg

gelp1.jpg

Replies

  • MellowNinja
    I would stack the roof UV islands on top of eachother if they're going to all look the same. You'll definitely want to scale them up on the sheet as well.

    Thanks for the reply, i acctually tried that but the whole uv threw out of balance and for some reason the checkers went diagonal and yes i know about how small they are at the moment but i dont know which and what should be small or big
  • Bek
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    Bek interpolator
    What has more texel density (smaller patterns) is dependent on what the in-game camera will be looking at. Ideally if you're just starting out I'd say aim for a fairly uniform distribution across the majority of the model.

    Also if 3dsmax I believe you have to select and weld the vertices on the UV map, so that on the 'top of roof' piece the inner square of green edges turn white. Might be wrong on this particular instance but you get the idea (hopefully).
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