Jonny English Posted October 2, 2003 Share Posted October 2, 2003 I am starting to texture a model and would like to know the best way to get my brick texture to be continuous around the walls. As you can see from the image there are 2 extruded walls, both wit the brick texture applied. However the corner doesn't work - what is the best way to solve this? Thanks in advance, Jonny English. Link to comment Share on other sites More sharing options...
Jonny English Posted October 2, 2003 Author Share Posted October 2, 2003 ooops! forgot to attach image...here it is.... http://www.cgarchitect.com/forum/filepush.asp?file=Textureproblem.jpg Link to comment Share on other sites More sharing options...
STRAT Posted October 2, 2003 Share Posted October 2, 2003 cubic mapping Link to comment Share on other sites More sharing options...
Jonny English Posted October 2, 2003 Author Share Posted October 2, 2003 No such thing in Max Strat...as far as I know. Do you mean 'Box Mapping'? If so I have tried that and it didn't work. Do I need to join the geometry somehow to allow the texture to flow around the corner? Link to comment Share on other sites More sharing options...
STRAT Posted October 2, 2003 Share Posted October 2, 2003 yeah sorry, (switches back into max mode), box mapping. didn't work? well it certainly shouldn't stretch textures like that unless you change the mesh after you apply the mapping icon. just attatch the objects together that require brick, then re-assign some new box mapping co-ords [ October 02, 2003, 03:06 AM: Message edited by: STRAT ] Link to comment Share on other sites More sharing options...
Jennifer Posted October 2, 2003 Share Posted October 2, 2003 Hi, The Box mapping style will help. If you can make the 3d model seamless around the corner, that would help. If you cannot make the walls one object, then each object will need either a UVW Mapping modifier applied to it as an Instance, or you can go to each VW modifier and hit the "Acquire" and "Absolute" options, selecting the same source wall for each. To Instance a modifier, you can select all the wall objects and add the UVW modifier that way, or you can Group the objects and add the modifier to the Group rather than individually to each wall, or you can add the modifier to the first wall, then Right-Click on the UVW modifier in the stack, select Copy, and in the next wall right-click in top of the modifier stack and select "Paste Instanced". The "Paste Instanced" option is nice for keeping common modifiers the same (for instance all your grass with the same tiling and gizmo size) but it does not make all of the gizmos positioned in the same place, making the transition from one to the next seamless, so to speak. This means that your bricks wouldn't be seamless around the corner, necessarily, with this method. Using the Acquire and Absolute method, or the Group method, ensures that the gizmo is in the same spot. After adjusting the Gizmo size, go to the Gizmo sub-object mode and move it so it aligns with the corner of the building. Link to comment Share on other sites More sharing options...
mbr Posted October 2, 2003 Share Posted October 2, 2003 I usually group all the objects that are brick, then apply the modifier. That way you know everything is the same scale (all around the building). I've got an additional question for everyone: how do you control the scale of the brick? For example, if I scale it, measure it to make sure it's the correct size, but later I have to add a new object and map it separately. Will the 'Copy'/'Paste' method transfer the same scaling? I am guessing it would - that just saved me a bunch of headaches! If anyone else using another method, I'd like to hear it, too. Thanks. Link to comment Share on other sites More sharing options...
kid Posted October 2, 2003 Share Posted October 2, 2003 ...but later I have to add a new object and map it separately. Will the 'Copy'/'Paste' method transfer the same scaling?...In the UVW Map roll-out right at the bottom there's Aquire. Select your new object, click that button, then click on the object which has the UVW Map scale/rotation/location information that you want, and it will copy it over. Link to comment Share on other sites More sharing options...
Jennifer Posted October 2, 2003 Share Posted October 2, 2003 The copy/paste as instance would place the exact same settings onto the next object. Any changes made to any of the instanced modifiers would also change the other modifiers. For things like brick, grass, whatever, make an estimate of the size of the area in the image, and make the gizmo that size. To avoid stretching of the bitmap in any one direction, hitting the Bitmap Fit button in the UVW modifier and selecting the bitmap you are using will cause the aspect ratio of the gizmo(the width vs height) to match the image. Using the Map Scalar world-space modifier can help to keep the mapping of the object consistent if the object should change scale. In other words, y0ou can change the scale of the object (using the Scale transform)without affecting the scale of the map. Without this, when you scale an object, the gizmo scales, too. Acquire is helpful, but unless you Instance the modifier, each modifier is independent and you would have to change every object's modifier in the event of a change in the bitmap size or shape. Link to comment Share on other sites More sharing options...
mbr Posted October 2, 2003 Share Posted October 2, 2003 Thanks! :ebiggrin: Link to comment Share on other sites More sharing options...
mbr Posted October 2, 2003 Share Posted October 2, 2003 Ah, the simultaneouse-post dilemma! Thanks, too. Link to comment Share on other sites More sharing options...
quizzy Posted October 2, 2003 Share Posted October 2, 2003 Below, is my method, its almost the same as MBR's method, but I don't group, I just select all the objects and apply a UVW-modifier on it. Lets say we have to walls with the following dimensions: L=5m W=0.2m H=3m and are joined at the corners like so: Now I want the corners to render correctly, so I add an EDIT-mesh modifier and make the corners go inside a little. If I dont do this, I get all kinds of interferance in the corners. Now we want to add a brick texture. Well, what I often see in Arch VIZ is that the bricks are out of scale (a LOT!!!!). So how can we make those bricks in the right scale? Well, like this: The measurements of my brick I used here are: Lenght=0.22m (220mm) Height=0.06m (60mm) So the scale of one brick is: L:H = 22:6 So these are the values that I use in the brick mapping like so: The mortar size I do by eye... So now we are ready to apply this texture to the boxes, and we do that by adding a UVW-map modifier with a box-mapping. Now to get the right scale, we just multiply the amount of layers of bricks times the size of one brick, in this case: 22 * 60mm = 1320mm (1.32m) So this value we'll use in the L/W/H like so: When you move the gizmo of the UVW-map modifier to the corner of you walls you'll see this: Well this is not how corners look like in real life right?? Starting from the corner, we want to move the gizmo half a brick to the right and we don't want to see the mortar in the corners. Move the gizmo 0.11m to the right and then maybe a few times 0.01m to the left until we don't see the mortar anymore. Use this exact same method to remove the mortar in the down and up direction. And at the end you'll have this: And now lets just hope that every other corner is doing okay too...... PS: one more thing to say, if you select all objects and apply a UVW-mapping modifier to it, it will automaticaly be instanced Link to comment Share on other sites More sharing options...
Jonny English Posted October 3, 2003 Author Share Posted October 3, 2003 Thanks everyone, I used the method of selecting all the walls and then applying the UVW map modifier to them all at once....it worked a treat!!! ...I love this site...I finally feel part of a community that I can learn from and discuss all matters 3D...brilliant! Thanks again, Link to comment Share on other sites More sharing options...
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