Hello!
Please look at the picture below, You could see there is one line in the road but it is 3 in the render view! How to fix this?! (I already google searched but I haven't found a solution for this, although
I've found a same topic for Blender but because of the different software that I work with, it was not useful)
Replies
If in the Material Editor you go to the material and turn on Show Material in Viewport, Max can't show more than one UV at a time. All your bitmaps will only display using one of the UVs. But the render is the "correct" use of all the UV channels.
However you can show both UVs if you have a Composite map... go to that map and turn on Show Material in Viewport. Then both UVs will appear in the viewport. You can also toggle each individual map.
http://docs.chaosgroup.com/display/VRAY3/V-Ray+RT
I just made a composite material and assigned it the materials. all of them have their "Show in viewport" option enabled.
Also I tried to disable/enable "Show in viewport" in "MAP #3" and "MAP #14" but nothing changed. (Map #14 has the texture of the between of the road - not the sideways)
Here's a view of the materials.
@Revel How would I show the layot you wanted to see? (I'm not professional,though)
Also Normal map and the diffuse map have same a size (1024*1024) and also I copied and pasted the "Tiling and UV parameters" of diffuse one to the normal mapm but the normal map looks way bigger (scaled) than the diffuse map.... it's puzzling!
Basically, UVs are how you arrange your flattened 3d objects on a 2d space.
You want to check out Textools by Renderhjs to help you UV your model.
Which version of Max are you using? This is a good tutorial for Max 2016:
http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-72EDF161-E5BC-4B43-86B9-08FE4A58AEB6
Many modifiers are dependent on the vertex order staying the same. If you change it, you're going to get all sorts of bad things.
It's best to work as "flat" as possible, meaning with as few modifiers as possible, and collapse the stack often.
Yeah okay, I collapsed it.
(after collapsing, still the problem exist. I said that just in case,though)
Well still I don't know how to overcome adding textures to roads, here's my scenario for adding textures which looks not so good.
The problem of the UV error is now fixed by making an other but same material as the old one and then assign the new material to the object.
Since I don't know what actually happened that the problem was caused, I am going to change my method of creating roads (described in the last post) to another one. Because I see same error occurred for some other roads,too.
If anyone know what's the problem and familiar with this kind of problem, tell me why this happened and how to avoid this kind of error later for the future the roads that I'm making later.
Otherwise, I am listening to your advices of how to do so in a different way.
http://www.mediafire.com/download/1fai6kcyxuidneo/TheProblem.rar
This file has the textures with normal maps in it, you are allowed to use those textures for your personal/commercial works.
http://ericchadwick.com/examples/files/2015-05-05_road-loft-max2015.zip
You'll need to tweak this to make it pretty, but should give you a basis to start from.
Note: Your normal maps should never be JPG format. The lossy compression will cause lighting errors. Better to use TGA or PNG or TIFF.
Your UVs on your existing road mesh are easily fixable. UVW Unwrap, Face mode, select the whole strip, Relax, then Straighten Selection. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
Your sand and road textures should be edited in Photoshop to be tiled. Cropping them in the Material Editor like I did isn't enough, you need to disable the cropping and fix the edges instead (tile them in PS).
I hope this helps!
And I have two questions, Will it be okay if I use "UV Xform" modifier for creating a road? I want to use UV XForm because I want to have one material for all of same roads.
And is it bad not to use composite material for the road? I mean is it okay to make the road's line and dirt layers flattened in Photoshop and then use a standard material in 3DsMax? I asked it because I'm worry about the amount of data that ram deserves, I want to make these roads for a game and not for animation.
Oh well, I updated the zip with another max file, for 2014. Worth a look anyhow I guess.
For games, you want to use a multi-texture approach. It's different for each game engine though. Which one do you plan to use?
Some info here about multi-texturing for games
http://wiki.polycount.com/wiki/MultiTexture
Edit... forgot to reply about UVW Xform. It doesn't matter if you use that modifier. It's just one way to tweak UVs in Max. Most game artists just use UVW Unwrap.
You should avoid doing any UV tweaks in the Material Editor. These are typically not exportable. Only do your UV tweaks via modifiers.
The game engine would be Unity3D However I should make the island first and then we use the game engine.
You said that "For games, you want to use a multi-texture approach. It's different for each game engine though." does it mean that I should not add texture on an object in 3DsMax but with Unity3D?
Now that I explained my project with more information, Would you recommend me a way to create a road for that? I saw you've used "loft" for the road. Is this a good choice?
Besides, rendering in V-Ray requires time to set up materials to work with V-Ray, and lighting, render settings, etc. all in Max. This is time which could be better spent in Unity creating a kick-ass looking real-time game scene.
Roads are usually best created in the game engine, using a tool. For example:
Road Architect
But if you have to create a specific road shape, then yeah, Loft is a good choice. Nice thing about Loft is it creates the curved UVs automatically.
Multi-texturing in Unity is done through shaders. These are setup differently than materials in Max. Creating a complex blending material in Max is a waste of time, if your goal is to get it working in Unity. None of that work is going to import into Unity. Look up "blend shaders" in the asset store.
I've learned lots of things here, I will show my project as soon as possible in this informative forum.
There's also the crazy-polygons-shaped button under Reshape Elements. That will work on a large set of faces, as long as they're equirectangular.
Look them up in the Help.
http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26