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3 Dimensional Chat / uv mapping huge objects?

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hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 15th May 2007 09:59
hi
im ok with uv mapping of small things but this has me stumped
what's the best way of uv mapping a huge game level so that it dosant use 10k by 10k textures? its a building foor the seadome project

learn blender, you will never regret it.
Person99
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Posted: 15th May 2007 10:11 Edited at: 15th May 2007 10:12
You are trying to UV unwrap a level?
I get mental blocks just thinking about that!
I would NOT UV unwrap a level, considering that it would be nearly impossible to see what is what, and even more impossible to load the 10k by 10k texture.

Here is a simple solution - use multiple textures.
Use tiled textures like bricks, windows, or whatever your game level might need.

For things like rocks, I would use them as separate models.

If you can't use multiple textures in your modeling program, delete it now, and get Blender.
Blender 2.44 (New version!) easily wins over 3ds Max or Maya.

Blender 2.43+ even has mesh sculpting and multires.


Edit: Read your signature, you use already use blender.

Who will die first?
MikeB
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Location: My Computer, Shropshire, England
Posted: 15th May 2007 10:22
I have one question about this.....if I use multiple textures..... how do I put that all in one texture file for use in FPSC??

Thanks.

E.D.

Person99
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Posted: 15th May 2007 11:06
I thought FPSC was a segment editor. If you are trying to do one big level and export it, FPSC is going to do some really odd effects.

You wouldn't be able to put multiple textures into one texture file.
You can, just stick all of the used textures into one folder, and it should work the same.

Who will die first?
hessiess
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Location: pc!
Posted: 15th May 2007 15:41
it has to be uv textures becose thats all blender will export to dbp. would it be better to use some other program to texture the levels after exporting them?

learn blender, you will never regret it.
hessiess
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Posted: 15th May 2007 23:40 Edited at: 15th May 2007 23:41
here's what im trying to texture.



there's corently a flaw missing. then there's going to be lots more buildings as well.

learn blender, you will never regret it.

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Deathead
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Posted: 16th May 2007 00:39
ahh blender my bezzy mate in the 3d modeling well have you made them ALL seperate faces?

JOIN NOW!Or be square!
hessiess
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Posted: 16th May 2007 01:03
why would i want to do thaat? it would look terable with seems everywere. it is saparate rooms

learn blender, you will never regret it.
Deathead
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Posted: 16th May 2007 23:46
That is what makes the thing unwrap mate like imagine making a box out of paper imagine the net...And it should like this...



And that is what a unwrapper does in a way.

JOIN NOW!Or be square!
QuothTheRaven
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Location: United States
Posted: 17th May 2007 00:26
Quote: "it has to be uv textures becose thats all blender will export to dbp. would it be better to use some other program to texture the levels after exporting them?"

No there has to be a way in Blender to apply textures to individual faces of an object and edit their tiling properties. It's really easy in 3ds max, just select the specific polygons and drag the texture onto it, repeat for other textures, and it all exports fine to DBP. Blender is very powerful, there must be a function like this (I've never used blender though).

If you can't apply textures to individual polygons (you can) then it would be impossible to do in blender.

Roxas
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Location: http://forum.thegamecreators.com
Posted: 17th May 2007 15:58 Edited at: 17th May 2007 15:59
[Quote]
Blender 2.44 (New version!) easily wins over 3ds Max or Maya.
[/Quote]

ROFL!!!

Are u serious?


[B] - LINKIN PARK - [/B]
Xenocythe
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Posted: 18th May 2007 13:55
Roxas, Blender has some very stunning 3D effects, if I may add, for a free program.

I'm sure that it does win over 3DS Max or Maya, even though that is just an opinion. It provides most of what Maya and 3DS Max provide, but Blender is free.




Hessiess- All you have to do is select the faces of the floor, apply the floor texture. Select the faces of the walls, apply the wall texture. Do the same for everything, and your good to go.

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