I get it that u can mirror object,or place them one over other in UW editor to use the same texture for multiple poly's,thus getting more space on UW layout,thus getting better texture quality.
Now,i'm trying to apply same principle here,but i'm kinda stuck.
So,lets say i want to create an object shaped as object marked as No. 3 in picture.
i could create a plane(object No.1 on picture),assing a texture to it,then duplicate it,apply bend modifier and voila.The bent object would use the same texture as the straight one,so i would get better texture quality compared to unwraping 2 textures separately.
Right now,i'm mostly doing that.
Now,i figured,maybe i could create a simple polygon(Object No.2 in picture),then apply a texture to it,then multiply it enough times to create a more complex object(like an object No. 3).
Then,on UW layout,instead of getting a unwrap looking like the shape outlined with pink color,i would get a bigger shape(i marked it with blue color)thus getting a better texture quality of the object in general.
Now,thing is,i'm now aware of any modifiers that would allow me to do this like this.I know i can do it by hand,i did it couple of times,i would pick every poly in UW editor,break it from rest of group,then size it the maximum size.And rinse and repeat.
It tends to get time consuming,so i was wondering if there is a way for max to 'duplicate' these objects into a shape i want,while requiring me to only texture an original object.
I beleive i saw something like that in either blender or rhino,i googled,but no luck.
Replies
Yeah.It's mostly what i've been doing so far.It worked on occasions where tilling didnt require precision,now thet i've got need to be precise,it caused these probs.
This is it.It works.Wow.
I cant beleive,i tried every modifier except those with UV in it,since i thought its done by duplicating geo.
Many thanks!
Since now,with face mapping i can use some extra small textures over large area,how could i combine lots of these small textures into one lets say 512x512 texture?
I could save a lot of 'space' if i had one 512x with all textures on it rather than 10 textures with 50x50