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Tiled Texture never shows up right on my Castle

Hey Polycount users. I've been having a problem lately that I'd like some help with. I tried three times already and tried googling it but came out blank. Basically I'm trying to make a castle. I have this "fence" part of the castle(I'm using 3DS Max):

FUF1Ncb.png?1?8746

I've been trying to apply a tiled texture to it but it never comes out right. Please tell me if there's some bad practice I'm doing with my uv maps or model. Here are the UV Maps I've tried using:

First: http://i.imgur.com/d2pANgC.png
Second: http://i.imgur.com/cS4gSBl.png
Last: http://i.imgur.com/rYvlP0f.png

Which one is the best? Are any of them any good? I basically just imported them into photoshop and filled the canvas with a tiled texture but it never looks right. When I did it with the last UV Template I got the results you see in the first picture (of the fence). I have a feeling that there's something very wrong and stupid that I'm doing. If so, could anyone tell me what the best technique is for something like this? I think it can be accomplished with just a UV Map but I want to have the option of applying modifications later on.

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  • Vailias
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    Vailias polycounter lvl 18
    if you want it to tile then each part of the mesh you want a full tile on, must occupy the entire UV space from 0-1.

    Say you want this brick texture to tile once on the top of each of your rampart bits. Each of those square pieces should occupy the whole of the UV layout from 0,0 to 1,1. You will have many stacked shells. this is fine. For the front and back you can do a planar map like you have in your first and last try, but you'll want to scale it up so that it stretches from 0,0 to about 5,8 in uv space. That's 5 full texture squares tall by 8 wide if you're going to have it match the single tiled ramparts.
  • .Wiki
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    .Wiki polycounter lvl 8
    Basically this is just cubic mapping. So dont "unwrap" the object. Use a cubic UV map first and scale the reference cube until you are satisfied with the tiling. You can adjust single pieces of the UV later by hand.

    cubeogfxa.jpg
  • Parkas
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    .Wiki wrote: »
    Basically this is just cubic mapping. So dont "unwrap" the object. Use a cubic UV map first and scale the reference cube until you are satisfied with the tiling. You can adjust single pieces of the UV later by hand.

    Thanks a lot! That worked. I have no idea how I would've been able to make it look right without UV Map now. Here is the result:

    zzmI67E.png?1?4074

    But now, how do I edit it? Say I need to apply ambient occlusion and edit the individual parts, how would I do that now?
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    Apply the UnwrapUVW modifier & press the Edit button.
  • Parkas
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    Apply the UnwrapUVW modifier & press the Edit button.

    I did but that messes up the tiling and even if I try changing the settings on the UV Map modifier they don't take effect.

    Here's a picture of what I mean:

    http://i.imgur.com/BIhQA5U.png?1?8355
  • AlexCatMasterSupreme
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    AlexCatMasterSupreme interpolator
    Parkas wrote: »
    I did but that messes up the tiling and even if I try changing the settings on the UV Map modifier they don't take effect.

    Here's a picture of what I mean:

    http://i.imgur.com/BIhQA5U.png?1?8355

    na
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    I don't know what's going on to cause that but you can fix the tiling simply by scaling your UVs up in the editor. You don't need all your UVs inside the 0-1 box of the editor, the texture tiles outside the box.
  • .Wiki
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    .Wiki polycounter lvl 8
    Parkas wrote: »
    I did but that messes up the tiling and even if I try changing the settings on the UV Map modifier they don't take effect.

    Here's a picture of what I mean:

    http://i.imgur.com/BIhQA5U.png?1?8355
    You can have multiple UVs per object. So make sure that you affect the same UV Channel / Layer with the current modifier like the one below.
  • Parkas
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    Thanks for the tips guys, but I'm a bit confused.

    My UV Map makes my model look like this:

    YgMhkv8.png?1

    Yet when I go to my UVW Unwrap modifier it looks like this:

    NrPh1IA.png?1

    And when I click on render to texture and make an AO Map it looks like this:

    Hwok7Xy.png?1

    Yet my UVW Template looks like this:

    h6y3rl2.png?1

    I hope someone will be able to help me or give me some advice. I know that I can scale up the UVs in the editor but it doesn't seem like that would make the AO map turn out correctly although it does seem like it could fix the tiling on the UVW Unwrap although I wonder how I'd be able to edit it in photoshop if the UV goes outside of the 0-1 box since the template only renders what's inside the box.
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