nelpiper Posted April 5, 2009 Share Posted April 5, 2009 Hi guys. If you have a stone texture that's 1000x1000 pixels and 72dpi, how can I know the right size of the UVW map that I have to apply? Thank you. Link to comment Share on other sites More sharing options...
amer abidi Posted April 5, 2009 Share Posted April 5, 2009 Resolution size does not matter directly in this case. You have to aproximate how much area your texture covers in real life, and apply it as a mapping size. ie, if your map has a 4x4 tiled stone pattern, it doesn't matter if its 800 pixels or 1600 pixels wide, it still covers 1 metre squared in real life, so your mapping would be 1x1. IF you had 8x8 stones on your map, then a 2x2 mapping size would be more appropriate. Get it? Link to comment Share on other sites More sharing options...
Stephen Thomas Posted April 5, 2009 Share Posted April 5, 2009 There is no right or wrong answer, but here's a way to approach it which should help you get to grips with it. First thing is to think of it like a simple division sum. You have an object of a particular size so how many times should your texture repeat across that distance? The next step is to either work out or approximate how big your texture image is. Obviously if it is something definite like brickwork or floor tiles then you have to use your knowledge of standard dimensions and count the number of units. In the case of brickwork e.g. standard coordinating dimension is 225mm x 75mm, so use this to work out the total horizontal and vertical size of your texture. For something more organic like grass just use your best judgement. Now you have two ways to apply this information to your object. Within your material under the bitmap settings tick the box that says 'real world dimensions' and enter these values, 800mm x 600mm or whatever it happens to be. then apply a UVW map modifier to your object and again tick the box that says 'real world dimensions'. The second option is to specify how many times your texture repeats. In the material options leave the 'real world' box unchecked and the tiling set to 1 and 1. Then add a UVW map modifier and change the tiling value. If your object is 12m x 4m and you worked out your texture shows an area of 2m x 2m then set your tiling values to 6 and 2. No big mystery to it really once you understand what the values relate to. Link to comment Share on other sites More sharing options...
StevieBoy85 Posted May 28, 2010 Share Posted May 28, 2010 the best way for me to do it is to create a box the same size as a real life brick. ( i work in inches ) So i would create a box that is say 4"x8"x2" place it next to the object that im putting the texture on and scalle the uvw map until one of the bricks is the same size as the box. Then just line it up. ( move it in the x y) Link to comment Share on other sites More sharing options...
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