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UVW map is driving me crazy


nelpiper
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Hi guys. I think this is a basic question but I don't understand very much how to really make an UVW map works. So, I'll give you a scenario and hopefully with your answers I'll be able to know what I'm doing.

If I have a wall of 5mx3m and a hi-res 6000x6000px 72dpi tileable brick texture, what would be the coordinates for the UVW map?

Thank you.

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The easiest way would be to use real world coordinates. You can select this in your bitmap rollout in the material editor. Then count the bricks, 225mm for each brick horizontally and 75mm for each vertical course. Or 450mm x 225mm for stonework generally.

 

Input these values then you can apply the UVW map one of two ways. Either tick the boxes in the modifier rollout for your geometry which say 'Generate mapping coords' and 'Real world map size', or you can apply a UVW map modifier and set it to 'box' type then tick the 'Real world' box.

 

The benefits of letting the geometry generate the UVW coordinates over using UVW maps is that you can easily map more complex geometry like a curved wall or arches etc. as long as you model them correctly.

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