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3 Dimensional Chat / UVW mapping advice wanted.

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DVader
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Posted: 13th Jun 2009 01:25 Edited at: 13th Jun 2009 02:57
Hello. I am currently working on a game engine that requires segmented blocks/tiles for it's level design. I am wondering if anyone has any advice on how to keep texture consistency up between blocks.
For instance my main block is a basic square, which has a nice and simple uv map. Some are more complex though and require me to scale the uv map to get it to fit. That means the original now has a larger more detailed texture on the sides than the more complicated object.
I use 3ds to model and map the object ready for use in an image program. I am fairly happy so far with what I've done, but only for test purposes. I would like to get my objects organised so the maps will match easier.
Any thoughts?
I have included an example file.

http://s6.bitefight.org/c.php?uid=103081

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DVader
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Posted: 13th Jun 2009 02:59 Edited at: 14th Jun 2009 04:36
And the other object... just to give you an idea.

http://s6.bitefight.org/c.php?uid=103081

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Sid Sinister
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Posted: 13th Jun 2009 21:17
I think you uploaded the same picture twice.

I'm not really following what your saying. Can you rephrase?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
DVader
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Posted: 14th Jun 2009 04:51
@ sid sinister, ah yes too late and going fast lol. Thanks for pointing it out. As to rephrasing, it is a little difficult to get across as you can see
Ok, the only way I can think of doing this is to list my basic problems.

1. When I make my object, which is say 100x100 units in 3ds. When I edit the UVW map it is always scaled WAY bigger than the actual image area. So I have to scale it down to size. Is there a way to make the object scale into the image area more easily?

2.If I make a way more complicated object (or even just a little more) I end up having to scale things down more to get all the items to fit. This obviously affects the scale of the textures.

Hmm, still not really getting the point across. Basically imagine you have 2 segments that join. It is a basic block 6 sides. The other is a little more complicated with 10. The second object will require more mapping space than the first as it is more complex and cannot fit in the same space as easily. Hence everything is scaled down and doesn't match the first objects texture. Or at least that's how I do it and hence the problem.

I'm just trying to see if there is a better way so that segements that are supposed to join look the same, and don't have a more blurry or badly positioned texture.

I hope that helps, lol.

http://s6.bitefight.org/c.php?uid=103081
Pincho Paxton
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Posted: 9th Sep 2009 04:46 Edited at: 9th Sep 2009 05:02
Hi. Just a post to say that I am still around here, and still using DB, and now DBPro. I just found a post that you made last September that was locked because it was old. You asked where I was.

May as well answer your question whilst I am here. Use a bigger UV Map 1024, or 2048. Now keep everything small enough to fit in the texture, and put the smallest image in the middle. Use the same image for all of your models, but scale the UV points down to fit.

Sid Sinister
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Posted: 9th Sep 2009 18:42
Ah, I think I know what your asking now. How can you keep the texture resolution the same between two objects? Well, you eye ball it for the most part. But you use a checker map first to get it right. After you UV map your object, throw a checker map on. The squares will help you see how your texture will be scaled. To adjust, go into the UVW Map and scale the UV Shells to get the desired checker size. Do this across all your objects and it should help.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)

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