Hi all this is my first post.
I'm an experienced Max user but need some help. I have a wall (with arches) modelled of stones of different shapes and sizes that started with one normal-mapped/spec/diffuse block that was FFD'd into various shapes. Obviously the transforms and deformations have caused distortion to the UVs (surpirsingly the normal maps have held up rather well) but now I don't want to unwrap each one, one by one (there's hundreds), and if i attach them first and then unwrap i'm faced with the problem that it unwraps them as one large group rather than unwrapping each block seperately. I want to make the blocks maximize texture resolution so that they use the entire texture per block rather than one texture for the whole wall. As they are all different sizes I can't simply box map the whole wall and scale it up past the 0-1 to 0-200 or whatever as that would give disproportionate texture sizes.
I should've UV'd some first but that's the benefit of hindsight but there were other reasons this wasn't possible.
Let me make it a little clearer as i've found similar issues that are different on here. I want each object to box map with each face fitting the entire 0-1 UV space so that my bitmap tile fits the entire side and seams are less visible (i've made a tiling bitmap). Any help would be really appreciated!!
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Any ideas on making the stones come to life in vray? they look too cartoony and flat at the moment- did have a normal map on them but it doesn't work nicely-makes them look a little muddy whereas they're supposed to be smooth/hard blocks with wavy edges. Not much room for surface detail except large parts. Hard to explain without pics! damn those nda agreements
http://wiki.polycount.net/CategoryEnvironment