Ok, Here is my situation.
I have to model a building with only one 1024x1024 diffuse texture.
I understand polygon modeling/uving. In the past I have textured buildings, but I have used multiple texture files. I'm trying to figure out what the best way to do this is, but have yet to figure it out.
I was looking into texturing with multiple maps, then baking them into one, but it seems like the way I'm doing it isn't going to work (because my uv's are outside of the 0-1 range.) And even this seems like I'm trying to use the tool to do something it's not intended for. I don't really care about lighting, I just want it to convert all my files into one. (is this even possible?)
I've looked online for a while trying to find a solution or video, but I don't see much. I know I'm going about this wrong, but any help or links would be great. Thanks.
Replies
http://chrisholden.net/tutor/
If you are using just one texture you'll need to model so can reuse parts of the texture sheet. There should be a thread here about environment modeling
That is what I'm talking about. I don't understand how to do it in Maya though. Is there even a way to do it in maya? (tiling a small portion of a larger texture atlas?)
Basicaly, you just model one reapeated part of the building, let's say, a window, with a bit of wall around, unwrap it, then duplicate it to make the all building.
Ok here's is a test case of what I'm talking about. In one case, the UV coords go out of the 0-1 space, using the texture to tile. In the other case, the UV coords stay in the 0-1 range. If I make a 1024x1024 texture to hold all the textures in my object can those individual textures be tileable?
So after I layout my UV's, I just UV snapshot it, then paste images into the UV positions in photoshop.
Question: for tweaking the UV's should I change the UV position in Maya or Edit the texture in Photoshop?