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Hiding UV seams on tiling asset ???
show user profile  Paunescudanutz
How should i go about creating a texture for object "A" (normals and diffuse) so that after i create object "B" out of it the textures will tile? My UV's are anything but a square , how should i fix the seams? I thought about hiding the seams with elements such as stones but i would like to avoid this method if possible. I could unwrap the whole object you might say but i would like to keep some more details in the textures.
Thanks!!!
PS: I don't want to MIRROR object "A" but copy it and weld it afterwords to the rest.


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<---~( Daniel )~--->


read 493 times
9/22/2011 1:43:44 PM (last edit: 9/22/2011 1:43:44 PM)
show user profile  Davious
I would unwrap object B, you only have to worry about 1 seam texture then.

" Difficult, yes. Impossible , no..."
read 489 times
9/22/2011 1:50:00 PM (last edit: 9/22/2011 1:50:00 PM)
show user profile  Paunescudanutz
I knew nobody gonna read the whole text :)) my texture will be 1024x1024 only, having a few more elements in it, unwrapping the whole object will eat up too much, that's why i would like to see if there is another way

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<---~( Daniel )~--->


read 487 times
9/22/2011 1:56:07 PM (last edit: 9/22/2011 1:56:07 PM)
show user profile  Davious
I read the text, :)

However given the info that you just gave, then unwrap A and make B , the unwrap should translate.

use PS to tile your texture.

" Difficult, yes. Impossible , no..."
read 482 times
9/22/2011 2:08:14 PM (last edit: 9/22/2011 2:08:14 PM)
show user profile  Paunescudanutz
that's the problem, if the UV's of object A would have been rectangular-ish then i would have said OK, ill make a tileable texture in photoshop, but the UV's look like a Pepsi bottle, any tips on how i could make it tile?
Ill throw some pics later with my UV's too.

Edit: i guess i will have to straighten the UV's shouldn't be too complicated on this object, but what if the object would have been more complex?

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<---~( Daniel )~--->


read 480 times
9/22/2011 2:14:37 PM (last edit: 9/22/2011 2:20:25 PM)
show user profile  Davious
I did a quick test, if your object is originally made from a tube primitive the UV's should be set up correctly, if not apply a uvw map set to cylindrical and select the gizmo , then move and scale to to fit well with a checker map.

To tile your PS texture use the offset filter. A tutorial of making a seamleass texture is herehttp://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm
however for this you may only need to offset on one axis , depends on your texture.

I'll see if I still have jing and do a movie if you are still stuck.
hope this helps

" Difficult, yes. Impossible , no..."
read 475 times
9/22/2011 2:42:01 PM (last edit: 9/22/2011 2:42:01 PM)
show user profile  Paunescudanutz
thanks a lot no need for a jing, i know how to make seamless textures and stuff like that, i just wanted to know if i could make the texture tile if the UV's aren't a square or rectangle shape. Thanks a lot, i will come up with an update when i make progress.

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<---~( Daniel )~--->


read 468 times
9/22/2011 5:52:07 PM (last edit: 9/22/2011 5:53:05 PM)
show user profile  Mr_Stabby
the bigger issue is how you are going to tile the smooth after composing the stuff, the only ways i know is applying a shared epoly and welding or edit normals both of which arent very optimal solutions

read 462 times
9/22/2011 6:44:58 PM (last edit: 9/22/2011 6:44:58 PM)
show user profile  Paunescudanutz
Hmm i had some issues with regular UV'd objects before in UDK, i guess you're right this is gonna make even more issues regarding seams.
I will try and unwrap the whole thing as it is. As i said before i wanted to save some UV space that's why i tried this.

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<---~( Daniel )~--->


read 458 times
9/22/2011 6:53:48 PM (last edit: 9/22/2011 6:53:48 PM)
show user profile  Dave
Umm... I may have skipped a beat here. But why can't you just re-unwrap it better? Your main concern seems to be how the UV's aren't straight, looking at your model... this could be unwrapped in such a simple way. So why don't you just... do that? And then start thinking about a tiled texture.

Google up on "modular assets" for a better understanding behind what you're trying to do.

"I flew over Egypt once"

read 451 times
9/22/2011 7:08:54 PM (last edit: 9/22/2011 7:08:54 PM)
show user profile  Paunescudanutz
yeah, i know, it was just one of those times when i try to reinvent the wheel, thanks for your help ;)

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<---~( Daniel )~--->


read 443 times
9/22/2011 7:21:44 PM (last edit: 9/22/2011 7:21:44 PM)
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