nelpiper Posted April 24, 2009 Share Posted April 24, 2009 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. Link to comment Share on other sites More sharing options...
Stephen Thomas Posted April 24, 2009 Share Posted April 24, 2009 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. Link to comment Share on other sites More sharing options...
nelpiper Posted April 24, 2009 Author Share Posted April 24, 2009 That's great. Thank you for the explanation. That helped a lot. Link to comment Share on other sites More sharing options...
nelpiper Posted April 24, 2009 Author Share Posted April 24, 2009 I've just tested that and worked very nicely but another question comes to mind right now. What if you have to map gravel or mulch. How can you tell the size of the map to use? Link to comment Share on other sites More sharing options...
Stephen Thomas Posted April 24, 2009 Share Posted April 24, 2009 You just have to use your judgement. Either to guess a real world value or to adjust the tiling value till it looks right. Quite often I'll use different values for grass e.g. depending on how far away the camera is from it. Link to comment Share on other sites More sharing options...
nelpiper Posted April 24, 2009 Author Share Posted April 24, 2009 Thanks Stephen. I guess at some point we have to do some work ourselves:D Thanks very much. Link to comment Share on other sites More sharing options...
Stephen Thomas Posted April 24, 2009 Share Posted April 24, 2009 No worries Nelson, glad to help! Link to comment Share on other sites More sharing options...
stezza Posted April 24, 2009 Share Posted April 24, 2009 Try UVLayout by Headus best UV unwrap tool out bar none!! Link to comment Share on other sites More sharing options...
Derek Forreal Posted April 25, 2009 Share Posted April 25, 2009 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. great tip - thanks! Link to comment Share on other sites More sharing options...
danb4026 Posted April 25, 2009 Share Posted April 25, 2009 Stephen, I just looked up UVLayout and it looks like you have to use OBJ files to drag N drop the model into the app. Link to comment Share on other sites More sharing options...
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