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UVW mapping question.


salf
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Ok, imagine you make 4 walls, like a cube, but 2 walls are longer than the opposite 2, like an extruded rectangle, got it?....ok...now I apply a brick map, and of course I use the UVW BOX mapping, however, since 2 of the walls are longer, the mapping wont be the same for all the faces, so, i go and work into each polygon face, and apply 2 types of mapping for the 2 types of faces, now, all the bricks are the same size on all 4 faces.

 

Great, now I forgot that i had another polygon with the exact or similar lengths in the scene, is there a way that i can "copy" the UVW mapping information from the other polygon into this new one?

 

Notice that i dont want to make a clone of the first one, i just want to extract and copy its UVW mapping coordinates and apply it to some other polygon.

 

thanks.

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Just to add to that: Taking it one step further, assuming the wall is not in the same orientation, after pasting the modifier to this additionlal wall, there is an option under alignment to 'Normal Align'- use this to get the UVW gizmo in the right orientation to the new wall.

 

Also, backing up, did you have to do the walls independently? If you were to have selected all of them and applied a UVW box type modifier, you may have only needed to adjust the proportions of the box to get it to the required size relative to each position.

 

Did that make sense?

 

:>)

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Mr A is right. Take a look at your brick map. And figure out how "big" it is (ie. 3' x 3', 4' x 4' etc) based on how many bricks are in image and how big you want the bricks. Then just add the box UVW map, and instead of "fitting", type the dimensions of the map (real world, not pixels) into the uvw dimensions. Apply it to your entire box, and align the pattern.

 

Then to apply it to another, all you have to do is right click on the modifier in the stack, copy, select your other object, right click in the modifier stack of that object and paste. You actuall dont need any other modifiers, or sub object work or anything.

 

Hope that helps. Its the simplest way I've found to do it.

 

-Kayl

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