Hi there. I am new here and would like to ask some questions. I am still a rookie at 3D work and I would be very happy about your help.
Do anyone know a good tutorial about when to use tiled textures and when bespoke ones? And maybe some examples how the Uv would look like? Because I work on an environment art and want to tile the textures for the bigger places like the gras. So I tiled the uv in parts of 4 polygons and put them on top of each other to share one part of the texture and safe place. My teacher told me it is wrong, but without explanation.
I would be thankfull for every clue.
Replies
Can you please post an image of what you're describing?
That is what I did, too. At the top I tiled every single one and the red in four. But it looks really disordered and my teacher told me it is wrong, but without an explanation. I am just confused now.
It is better to UV a surface in larger contiguous pieces.
In your example, the top of the island will be grass, so it should be mapped as one contiguous UV. The bottom is dirt, so it should be another contiguous UV.
The tree trunk would be a cylinder-shaped UV, one contiguous UV for each section of trunk until it splits into two branches.
I think it would help you to do the tutorials which go with your version of 3ds Max. For example:
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Tutorials/index.html?url=files/GUID-72EDF161-E5BC-4B43-86B9-08FE4A58AEB6.htm,topicNumber=d30e21788
After you do that tutorial, try this one from Ben Tate, which shows more details.
http://cgi.tutsplus.com/series/an-introduction-to-uvmapping-in-3d-studio-max--cg-30940
Also see our Wiki which has a lot of information for game artists.
I will remember that and try out the tutorials.
That said, this is a special use case. Larger UV shells are much nicer to work with in nearly every regard.
Further explanation on where vertices get split in-engine: http://www.ericchadwick.com/examples/provost/byf2.html
(hosted on Mr. Chadwicks site even!)
I have to learn a lot I think
If I have luck I will get the chance to study 3D art and learn much more about everything that is important.
Some experiments with the opacity in sketshfab.
http://wiki.polycount.com/wiki/MultiTexture
I will try this soon.