Hello everyone.
Lately i've been tinkering with Grimrock and trying to create a new wallset needed for my mod. This is what i've been working with:
As you can see i have a small problem with texturing. Does anyone know any good uvw mapping tutorials? Ones that do not deal in texturing a bloody box (i can do that just fine) like 99% of tutorials out there. The problem i've got is that whenever i apply the texture in 3dsmax it's ok either on top, middle or bottom of the model but it gets stretched a lot elsewhere.
Any help is much appreciated.
[WIP]Sewer wallset
Re: [WIP]Sewer wallset
good job and as you know i can t help on uv unwrapping hehe
Re: [WIP]Sewer wallset
What you can look for is a UVW tutorial about Pelt maps in 3ds max.Arachnid wrote:Hello everyone.
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As you can see i have a small problem with texturing. Does anyone know any good uvw mapping tutorials? Ones that do not deal in texturing a bloody box (i can do that just fine) like 99% of tutorials out there. The problem i've got is that whenever i apply the texture in 3dsmax it's ok either on top, middle or bottom of the model but it gets stretched a lot elsewhere.
Any help is much appreciated.
There is a lot of tutorial about this topic on the web and also on youtube.
Unlike standard uvw technique, pelt unwrapping is made for non symmetric and organic object but it can also be used for any object once you know how to do it. The generic idea is to place seams manually in location making them hidden or less visible and then use the "pelt" command to literally stretch out your model from 3d to 2d along the seams you have created.
Think about cutting the pelt of an animal and making a carpet out of it.
For the best result you have to apply a relax edge or face command to get the correct proportion on your UVWmap.
The latest touch is to apply a checker material to your model and correct any remaining stretch or oddity by moving vertices one at a time if needed.
Another approach could be to use a 3rd party software such as Roadkill, which is free, and search for tutorials about how to use it.
Once you know the basic functions, it is an easy to use tool than can quickly achieve good result and that pack the uvw map almost automatically directly using the seam you have placed on the model.
It may be easy to use but that require you to export your model into obj format, make the map with roadkill saving the model and reimport it in max if you want to tweak it again or use another file format before importing in the GMT.
Hope this helps.
Re: [WIP]Sewer wallset
I absolutely love manually UVmapping in wings3d. Of course when you go that route there is a lot of prep-work, but when it works, its gorgeous.
Why not drop-box a mesh and I'll take a look at it.
Why not drop-box a mesh and I'll take a look at it.