jucaro Posted May 20, 2003 Share Posted May 20, 2003 Hi guys, I'm wondering how does one go about this mapping problem? To simplify and illustrate: The object is a box and I would like to project Planarly the diffuse and opacity map on top, but at the same time I would like to project the bump map planarly only on the sides without breaking apart the object into different elements. :???: some input would be great Link to comment Share on other sites More sharing options...
quizzy Posted May 20, 2003 Share Posted May 20, 2003 hi, if its a normal primitive box (created in MAX) MAX assigns different material ID's, every side has its own ID. So you have to make a multi/sub material with the right materials for all the sides. Link to comment Share on other sites More sharing options...
STRAT Posted May 20, 2003 Share Posted May 20, 2003 like michiel said, read up on face id's Link to comment Share on other sites More sharing options...
jucaro Posted May 20, 2003 Author Share Posted May 20, 2003 multi sub id--been there done that but the effect i really want is that the opacity and diffuse map to affect the sides to, but the bump map to affect only on the sides. i'll post a modified screen shot of what i'm trying to attempt later. Link to comment Share on other sites More sharing options...
jucaro Posted May 20, 2003 Author Share Posted May 20, 2003 here is what i'm really trying to do. the front portion of the wall is supposed to have some patterened globular lumps tiled accross each segment Link to comment Share on other sites More sharing options...
STRAT Posted May 20, 2003 Share Posted May 20, 2003 it'd be 10 times easier and faster and more effective to model this rather than fanny around trying to get it effectively mapped. Link to comment Share on other sites More sharing options...
CRD Posted May 20, 2003 Share Posted May 20, 2003 I think what you need to do is have to two different UVW Mapping to the same object. Here's how: Have the first UVW set Planar mapping from the top and set the Map Channel to 1. In your material, your diffuse map and your opacity map should already be set to the default Map Channel 1. Next, apply a second UVW map with Planar projected to the side of the object, but set it's Map Channel to 2. In the same material as before, go to your bump map and change it's Map Channel to 2. Now you have different maps of the same material mapped to different ways. Hope this helps. Colin Link to comment Share on other sites More sharing options...
John Dollus Posted May 20, 2003 Share Posted May 20, 2003 And don't forget to turn tiling off on the second map channel otherwise your bump map will run around the sides and appear on back. Link to comment Share on other sites More sharing options...
DelfoZ Posted May 20, 2003 Share Posted May 20, 2003 maybe u can use a POLY SELECT & UVWMAPPING Check this : juan siquier home page Link to comment Share on other sites More sharing options...
jucaro Posted May 21, 2003 Author Share Posted May 21, 2003 Here it is. The client wanted a low poly count because they're gonna use it in an interactive VR application. Link to comment Share on other sites More sharing options...
jucaro Posted May 21, 2003 Author Share Posted May 21, 2003 I figured out how to go about it. But I'll try CRD's solution too and see what happens as I havent tried mapping using channels yet. I'll post some shot(s) soon. Its nice to see different solutions from different people. Thanks guys :winkgrin: Link to comment Share on other sites More sharing options...
alex18_ph Posted May 22, 2003 Share Posted May 22, 2003 i think the best way to do the mapping without thinking about too much of id's and stuff is to use TEXTURE MAPPING. bake it and draw on it. Link to comment Share on other sites More sharing options...
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