John Martin Posted April 27, 2006 Share Posted April 27, 2006 Hi all, I am attaching an image I hope you can help me with. How do I avoid the corner situation I have here. Model was built in ADT04 and rendered in Max 8. Both walls are UVW mapped and mapscaled to get bricks proper size. Is it a weld problem or what? I think the shift is due to the autoproject feature of walls in ADT not translating properly in Max. Any help is appreciated. I could just apply the image in ADT and save and then file link but I need to learn how to do this in Max since there are so many colors available with the Belden brick program. Regards, John Link to comment Share on other sites More sharing options...
Logitek Posted April 27, 2006 Share Posted April 27, 2006 It appears to me you have this problem because the wall on the right and the wall on the left are 2 seperate objects, with separate UV coordinates. Maybe a stupid question but... why don't you put a UVW mapping box on your whole mesh (at least, on every parts with bricks)... then you adjust the size of the gizmo and you should be fine. let me know... Link to comment Share on other sites More sharing options...
John Martin Posted April 27, 2006 Author Share Posted April 27, 2006 I applyed a UVW modifier to ALL the walls, but I am not sure how to apply the mapscaler to them all now since with all of them selected I do not see it bu with an individual wall I do. Hints? Regards, John Link to comment Share on other sites More sharing options...
STRAT Posted April 27, 2006 Share Posted April 27, 2006 just try box mapping Link to comment Share on other sites More sharing options...
Logitek Posted April 27, 2006 Share Posted April 27, 2006 I applyed a UVW modifier to ALL the walls, but I am not sure how to apply the mapscaler to them all now since with all of them selected I do not see it bu with an individual wall I do. Hints? Regards, John Select All your walls, THEN apply the UVW mapping - box... you'll be able to see the gizmo and everything... then you can right click "convert to - Editable Mesh or Poly" (this does the same as a collapse) and all your objects will be separated and collapsed. Link to comment Share on other sites More sharing options...
BrianKitts Posted April 27, 2006 Share Posted April 27, 2006 I applyed a UVW modifier to ALL the walls, but I am not sure how to apply the mapscaler to them all now since with all of them selected I do not see it bu with an individual wall I do. Hints? Regards, John i think for what you want to do.... just select one wall and on the modifyer tab under your uvw map there is a button labeled "acquire" click on the button and then click on another wall that you want to match your "new" map to. It will then ask you "relative/absolute".... you want absolute. Then all your mapping coordinates will be the same between the different walls. but as mentioned before it is easier to map em all at once together.... but the way I just mentioned will also work for ya... Link to comment Share on other sites More sharing options...
John Martin Posted April 27, 2006 Author Share Posted April 27, 2006 Thanks for all the help folks. With all your suggestions I think I have it down now. I appreciate all the help. I really do not like brick maps since any minor mistake is glaringly obvious. I applied a UVW map to all the walls and then a mapscaler modifier that worked well. So far eveything is with Autodesk default brick maps so tonight I may make a new map using Belden or Acme and see how that works so I can get a much better map than the default ones. Thanks again for all the help and I know I need a lot more materials practice. Regards, John Link to comment Share on other sites More sharing options...
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