UVW mapping

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Zhall
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UVW mapping

Post by Zhall »

Im new to mapping and i have a bit of a delima...

I am using 3ds max 9 with the texporter module, and am using unwrap uvw's to generate my maps.

I am getting maps that account for every face on the model, but i want maps like the one below (©Blizzard) that have multiple faces assinged to a single part of the map, and are packed tightly.

For objects that are cylinderical my current approach is quite a mess..

I thought I'd ask before getting to deep into something I know little about..

A pointer in the right direction would be greatly appreciated! ( I already did quite a bit of searching :roll: )
Excuse me for my newbishness.... :cry:
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Lakie
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Re: UVW mapping

Post by Lakie »

You can manually move the polygons around on a uv map (look for an option (button) on the uvw map modifier).
I suggest you look up uv mapping and 3ds Max (on things like google.co.uk), there are a lot of tutorials on how to do it on the web. If you want more detail around it.

Now, does this have some relivence to TTD graphics?

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Zhall
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Re: UVW mapping

Post by Zhall »

Well its a model for the transport empire project actually (with 50% of it hidden for question clarity), But i figured this would be my best bet, as the most work is done for openttd in the graphics department.. (right?)
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Zephyris
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Re: UVW mapping

Post by Zephyris »

Ok... so the general (non 3D package-specific) solution is:
#Take the face which you want to assign the same section of texture over and over again to.
#Split it into more faces, each one of which is the right size to take the repeating texture section
#Manually unwrap each of those faces onto the same place in the uv map

All you are doing is making sure the unwrapped mesh sections overlap so those portions use the same bit of texture...
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Zhall
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Re: UVW mapping

Post by Zhall »

Nvm, thanks for your help :)
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