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Roof Texturing - My way seems Inefficient


MegaPixel
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http://www.cgarchitect.com/forum/filepush.asp?file=RoofTexturingExample.jpg

 

The above Image shows my Roof object (Look familiar to anyone?) textured the only way I currently know how to texture it. I used Multi-Sub ID's and many UVW Maps with different channels. Why didn't I just use one shingle texture for the whole Roof? Because unless I assign unique channel ID's to each UVW Map, My shingles behave very uncontrolably if I just keep pilling on the UVW's as i select a new set of Faces.

 

It would seem more efficient to me, to have all of the Shingle related Faces be one Material ID so that I just had to use One texture. You guys are probably shaking your heads at me in shame by now. My question to you is: Can I do this a different way to speed up the process and acheive the same results and if so, could you explain your method. Thanks guys

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Another approach could be that you apply an edit mesh modifier:

 

 

1.Select a roof plane

 

2.add uvw modifier

 

3.add new edit mesh modifier

 

4.select new roof plane.

 

5.add new uvw modifier.

 

repeat till done. bake at 350 for 20-25 minutes let cool (add 5 minutes for higher altitudes). Garnish with Rocky Mountain Oysters and an orange wedge.

 

[ June 02, 2003, 01:47 PM: Message edited by: Sawyer ]

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MegaPixel

Are you using the rotation and tiling in the material editor instead of the UVW modifier to control the texture? You are right, you shouldn't need 7 copies of the same texture. In this case one ID for the texture and 7 UVW modifiers to control the texture alignment and tiling. Did you align the UVW gizmos to the faces?

 

Sawyer

One thing to keep in mind with the Edit Mesh modifier is that is creates a copy of the mesh for each EM in the stack. On a complex model it can use resources excessively.

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Hi Sawyer. How was the camping trip?

 

Ok... So what you're saying is that the Tree is going to look twice as big as I have it now? Currently I have the Mesh on the bottom with about 8 UVW Maps ontop of it. Am I correct in understanding that the Tree will look like this starting from the bottom: Mesh + UVW + Edit Mesh + UVW + Edit Mesh + UVW + etc...? So the Trade off is either take the time to setup a big Multi-sub Material or setup a big tree stack?

 

I'll try that, but that seems like it might take the same amount of time to do. Thanks for your advice though. Anyone else have any suggestions for me?

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Hi Ahaidar,

 

I did use the UVW Gizmos to align the textures. I did no Material Browser manipulation as far as size and tiling goes.

 

I wonder if Sawyers technique will solve my problem. As I said before, I didn't use additional edit mesh modifiers when applying extra UVW Maps to the Roof and thats probably why every time I set one face up right, it would get out of wack when I set up another?

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Mega-p,

 

Camping was awsome - baby caught her first fish and then ate it at the camp fire. Too cool.

 

 

What I have used this technique before was makeing curvey winding walls tile right. There really may be something that works better for this situation.

 

And yes your modifier stack gets huge and rather confusing to navigate.

 

 

Ahaidar,

 

I did not know that about em creating copy of mesh. Very good to know.

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I do exactly what Sawyer recommends. I add the texture to each individual face including fascia. I create the roof in ADT, import it to Max and convert to editable mesh.

 

Example:

 

Roof.jpg

 

It works pretty well.

 

j :)

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