Jump to content

Search the Community

Showing results for tags 'uvw'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • CGARCHITECT.COM
    • Forum Rules
  • MAIN FORUMS
    • General Discussions
    • Hardware and Technical Discussions
    • Off Topic
    • Pro Plan Members
  • VISUALIZATION GALLERIES
    • Architectural Visualization Gallery
    • Work in Progress (WIP)
  • SOFTWARE
    • 3ds Max
    • V-Ray
    • Other Renderers
    • Other Visualization Software
    • CAD Software
    • Post Production Software
    • VR/AR/MR/Real-Time
    • Vegetation
    • Color Management
  • MISCELLANEOUS
    • New Member Introductions
  • SITE FEEDBACK AND SUGGESTIONS
    • Comments and Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Display Name


Country

Found 8 results

  1. I'm trying to create a brick texture where I have used procedural noise map. Then I have randomized the texture so that it doesn't look continuous overall. Now the problem is that the map is still looking continuous through out the bricks and it's not at all randomized though all other bitmap textures are looking randomized when tested.
  2. Hi, for a couple of years I've been trying to use the tiling facility with textures on geometry instead of UVW mapping, as it's handy when requiring two levels of mapping to the same object, here begins my trouble. The tiling works on basic geometry, boxes etc. but not on anything that has an edit poly modifier attached or has been converted to edit poly. Also it does not work on lines that have been extruded to create 3D geometry. By the way I am clicking 'Show Shaded Material In Viewport' The reason it's so important is because I'm producing lots of houses in different models and at the moment I'm having to write down the UVW parameters so all the textures are the same model to model, if the tiling worked the mapping would be embedded in the material. I know how to add two levels of UVW mapping but tiling would be easier. For those of you in the know Austris Cingulis uses this technique all the time and there is no better!. Many thanks guys.
  3. Hi CGArchitects, I'm new to this whole community and art form. I've hit a major road block for the last couple weeks and was hoping for some help or clarification. I apologize if this has been asked before, I've been searching around for days, maybe I'm phrasing it wrong in my queries. I've created a simple room in 3DS max, walls, and two floor types. I've unwrapped the UVWs, and made sure they fit inside the 0 - 1 box. Now when I put it into the UE4 and apply the texture to all the surfaces they're all a different size. I under stand WHY this is happening, the material has to spread out over more space, but I don't know how to fix it. The only solution I can think of is to render a UVW template, make an image with the tiles in proportion and then use that image.It seems really counter-intuitive and I can't help but feel there has to be an easier way. Again, I apologize if this is a common question. I've watched dozens of tutorials for UVW unwrapping but I just seem to be missing something. Thanks for the help CGArchitects.
  4. Hi! I made a structure in rhino(with grasshopper), and would now like to map each object with multi texture for 3ds max. if you look at the screengrab there is three differnet objects; vertical shape, horisontal shape and diagonal left and diagonal right. Is there a why either in rhino or 3ds max where I can give all shapes in each group above a UVW box with indiviual center placement? I know if this was something created from blocks I could work with indiviual mapingcordinates, but since this is grasshopper, is there a manualy work around? thanks!
  5. I was wondering if there is a way that anybody knows to add a UVW map to multiple objects in a scene. After I import geometry from AutoCAD into 3ds Max I have to add a UVW map (box) to everything in the scene one by one. If I select everything and then do it, I get a giant gizmo encompassing the scene. I have heard of a MultiUVW script from ScriptSpot that looks perfect for the job but I always get an error saying "Type Error: closeRolloutFloater requires RolloutFloater. got: nothing." So I am back to square one. Does anybody know how to add a separate UVW maps to multiple objects all at once. It would help me out bigtime!
  6. I watched these tutorials by Ben Tate recently on the subject of UV mapping using the UnwrapUVW modifier and they really helped me get to grips with the subject. Thought I'd post the links in case anyone else is struggling to get to grips with the same thing. Part One Part Two
  7. Hi guys. I'm sort of new to modeling in 3ds Max. I have always used sketchup for everything, so i need your help with a texture issue. I did all the modeling in SU, rotating and positioning the textures in the correct way, but when importing to 3ds problems appear. What i need is someone to tell me if there is a way of fixing this. I guess you do it using the UVW mapping modifier, but I don't exactly know how. Greetings!
  8. Hi There hope someone can help me out I am creating a herringbone pattern paved area for a project and want it to have a nice bricked edge around the outside. I want to do this with UV mapping but cant think how I could make it work Is there a way to have maybe a single brick texture mapped around the edge and have it fit around the nice curves I want to create? Or is there a better recommended method for doing something like this? Many Thanks!! Uploaded with ImageShack.us
×
×
  • Create New...