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Texture is warped
show user profile  pbnjames
I am trying apply a wood material to a very basic door with several insets. The material applies well enough to square parts of the model, but on the inset, it appears warped - pinched at the bottom of the inset. So far the only solution I've been able to find is manipulating UVW stuff, but it seems like there must be an easier way. Thoughts?
read 631 times
8/21/2012 12:48:48 AM (last edit: 8/21/2012 12:48:48 AM)
show user profile  pbnjames
It looks like this:

read 628 times
8/21/2012 12:55:17 AM (last edit: 8/21/2012 12:55:17 AM)
show user profile  horizon
Slap a UVW Map modifier and set it to box for a quick fix.

To do it properly in the future, press F1 and read on both UVW Map and UVW Unwrap modifiers


read 620 times
8/21/2012 1:30:24 AM (last edit: 8/21/2012 1:30:24 AM)
show user profile  LionDebt
Yeah 'manipulating UVW stuff' is actually quite rewarding if done properly... xD
read 616 times
8/21/2012 1:53:41 AM (last edit: 8/21/2012 1:53:41 AM)
show user profile  donvella
I got the lazy mans method

select your polys, apply uvw box map, adjust the values. select your polys, apply uvw box map, adjust... keep going until you have done all polys on your model. Archviz style baby.




read 615 times
8/21/2012 2:01:11 AM (last edit: 8/21/2012 2:01:11 AM)
show user profile  preciousSTONE
donvella: You know that's just a messy avoidance of the Unwrap UVW modifier, right?

It seems a lot more clunky too...

axiotis.com.au


read 598 times
8/21/2012 8:11:18 AM (last edit: 8/21/2012 8:11:18 AM)
show user profile  donvella
lol, unwrap is for people with time... :P

edit: and game artists

edit2: I have unwrapped and painted my fare share of characters, buildings/windows, terrain, etc. Unless your trying to save on resources, uvw box map every time. Use channels, thats what they are there for. (oh an bite my tongue a bit but, yeh unwrap is actually really good for windows or items that duplicate alot so I give it that much credit)

More on this workflow
http://www.ronenbekerman.com/the-mill-by-chris-kowal-case-study/





read 588 times
8/21/2012 1:07:11 PM (last edit: 8/22/2012 1:23:17 AM)
show user profile  horizon
Can you believe, to this day, I never ever used or even read about UVW channels.
Should I? What's that for? :D


read 566 times
8/22/2012 3:12:05 AM (last edit: 8/22/2012 3:12:05 AM)
show user profile  donvella
Ive linked some info about channels above

Snippet


Different channels applied

Straight box map



To anwer your question, channels are for setting up multiple UVs on the same object for variation. (or you could have your bump map mapped on with a differnt uv, you could also create 'composite' materials, and layer your leak maps, dirt maps etc on each other and map them in the viewport with your channels, instead of unwrapping etc.





read 563 times
8/22/2012 3:26:19 AM (last edit: 8/22/2012 3:29:25 AM)
show user profile  mrgrotey
absolutely no need for unwrap here, uvwmap will be perfectly fine.

1. Select thee faces you are dealing with at one time
2. Add the unwmap modifier
3. Set its size proportions to that of the wood texture i.e. 512x512 or whatever
4. Set the scale of the gizmo (click the modifier title to activate it so it goes yellow) then use the scale tool on the gizmo in the viewport until the texture is the rise size.
5. Then right click on the uvwmap modifier and choose 'copy'
6. Collapse the stack to 'bake' in the mapping you just did
8. select some other faces
7. right click the stack (editable poly/mesh) and choose paste
9. Repeat 6-9 until finished.




read 552 times
8/22/2012 8:34:55 AM (last edit: 8/22/2012 8:35:18 AM)
show user profile  del3d
word
read 529 times
8/23/2012 3:20:23 AM (last edit: 8/23/2012 3:20:23 AM)
show user profile  advance-software
horizon - most obvious use is lightmapping.

your regular diffuse is on standard mapping channel 1.

you apply your baked lightmap over the same geometry with different texture coordinates - on channel 2.
read 524 times
8/23/2012 3:38:55 AM (last edit: 8/23/2012 3:41:35 AM)
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