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uvw map for game models
show user profile  chubbspet
Hi there guys

I'm currently modeling a large boat and I'm having difficuilty getting the size of my uvw map/texture right. I have crancked it up to 4096 X 4096 but even that does not really give me the quality texturing I'm looking for. So how do I get around this? Do I break my boat into smaller pieces and have a texture for each of those? The model is going to be used in a Unity 3d game and I don't think Unity likes textures larger than this.

Thanks in advance for any pointers
read 321 times
11/6/2011 4:44:37 PM (last edit: 11/6/2011 4:44:37 PM)
show user profile  Mr_Stabby
in these cases i usually semi overlap most of the mapping in a randomized fashion, still gives the impression of unique and detailed texture while in reality being 90% the same bunch of pixels backwards and forwards, little off to this side or little bit to the other, over and over again. In some cases ramping towards a new texture variation (like going from dry wood to wet wood) can limit this but with clever mapping you can get around that, its sort of like solving a rubik's cube at first but gets more intuitive the more you do it.

read 317 times
11/6/2011 5:25:22 PM (last edit: 11/6/2011 5:25:22 PM)
show user profile  horizon
Id your uvw space efficiently used? Show us a screengrab of your uvw window

read 315 times
11/6/2011 5:27:10 PM (last edit: 11/6/2011 5:27:10 PM)
show user profile  chubbspet
Hi horizon. I think you are right because there are quite a lot of open spece in my texture. How do I upload an image on this forum?

read 297 times
11/6/2011 6:54:12 PM (last edit: 11/6/2011 6:54:12 PM)
show user profile  Paunescudanutz
upload your image somewhere like
and copy paste the direct link here


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

read 290 times
11/6/2011 7:05:48 PM (last edit: 11/6/2011 7:05:48 PM)
show user profile  chubbspet
thanks. After reading the feedback on the question so far, I scaled some of the pieces larger and re-position them. Am I even allow to do this?

read 285 times
11/6/2011 7:11:26 PM (last edit: 11/6/2011 7:11:26 PM)
show user profile  K-tonne
things that need the most detail should take up more uv space than things that have a flat colour or don't need much detail
some of those uv islands that look to be around the same size could be stacked on top of each other so they use the same texture space
and things that aren't going to be seen at all could be scaled really small and shoved into a corner and forgotten about

Website and Portfolio

read 280 times
11/6/2011 7:29:52 PM (last edit: 11/6/2011 7:29:52 PM)
show user profile  chubbspet
Wow, K-Tonne, thanks for that.

What you said now is probably the most important thing I learnt about uvw mapping. So does this mean that I could maybe reduce my texture size to 2048 X 2048 and like you said, make the important parts of the boat as large as I can, I guess so.

Thanks again
read 277 times
11/6/2011 7:33:05 PM (last edit: 11/6/2011 7:33:05 PM)
show user profile  Paunescudanutz
I don't wanna say something stupid (correct me if i do) but if your object is really big you could use different material ID's for larger parts and use Detail textures, what that is its just another smaller tiled texture added (multiplied) on top of your main texture.


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

read 270 times
11/6/2011 7:53:36 PM (last edit: 11/6/2011 7:53:36 PM)
show user profile  chubbspet
Sorry Paunescudanutz, I'm not sure what you mean, can you clarify?
read 263 times
11/6/2011 8:10:52 PM (last edit: 11/6/2011 8:10:52 PM)
show user profile  Paunescudanutz
sort of hard for me to explain


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

read 256 times
11/6/2011 8:49:05 PM (last edit: 11/6/2011 8:49:05 PM)
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