Yeah...when I did these things I was relying purely on uvmaps, and tiling I didn't do any unwrapping at all. Didn't know how to at the time. I just got out the room's max file and started unwrapping things today. I'm so out of practice it's taking a while though. I haven't done any 3d since half way through last…
You can make max behave like unreal ed. for example... If you put a mesh select (or poly select)that has nothing selected between your model and your uvw map modifier, you can edit the model and maintain your boxmapping to the same scale automatically. I have a box with the box uvmap set up for each texel density (128,…
renderhjs thanks very much for the crit, all I have textured atm is the main body and the support legs, I didnt even think about a warning sign good idea! I did render a ao but I have changed the uvmap since then so maybe a good idea to render another. Dekard, I have based it off photos I have found from cgtextures other…
collapsing the stack is the problem. collapsing tells it you are done adding uv maps. do this instead: 1) mesh/poly select 2) select polies you want to map 3) uvmap 4) uv unwrap 5) move the mapping to a distinct area 6) mesh/poly select 7) select new area 8) repeat steps 2-7 until you model is fully mapped if you want at…
Great stuff guys! NASTRASH, a couple spelling/grammar mistakes... 1st paragraph: "... and then reuse already moeled and mapped elements. This will save alot of work. It is alot faster ... or fixing streched uvmaps." "3. Im ... " (needs an apostrophe, multiple repeats) "4. ... and fixing streched UVs" teaandcigarettes just…
i have tryed alot of approaches to UVmapping.... with varying degrees of success in the past. but i cant really takethe lack of control i get with most. i do an auto unwrap.. where its ok ill leave it and where its out ill uv manually with my own projections.. the just sew it up.. its time consuming, but i hate the errors…
Pixels are square by default. And they are interpolated to make them appear smooth. Now imagine laying your uvmap on the square pixels. If you don't pixel snap the border of the uv islands, they will hang over to empty pixels. Dilation expands the uv borders and fill the neighbouring pixels with with the original color.…
Like I said you could add some extra seams here and there. Nowadays, the most of people use 3d painting applications, so you can easily paint across seams. A few extra uv seams won't make a huge difference in performance. Especially because you are already kinda forced to use a bunch of seams because of the smoothing…
Whats an 8 sided texture? Anyway some engines do not allow a double layer of normal map and normal map detail so if only one is available that tech is not usefull... I guess best is to design a texture for rock that does not have many shadows painted in it or would look odd when rotating the stone model in other than a non…
i'm not near a real computer right now but there's a couple of different maps you can use to control anisotropy. in that tutorial it seems that they're just using a normal map (bent in the tangent direction?) specifically for the specular component, but usually i guess you'd bake tangent maps. you can do this in maya (in…