wannabeartist Posted February 9, 2010 Share Posted February 9, 2010 Hi, I'm rather new to Max's UV Mapping methods and I'm wondering what would be the best way to map interior walls. My texture is a set of ceramic tiles and obviously, it would be important to control the UVs in order to make the seams run in the corners of the room. Also, I would like to stay true to the scale of the texture, since I know how big the tiles are supposed to be. I tried using the "real-world scale" option in the material editor and this works fine with UVW Mapping modifier (with real-world map size turned on), size is correct, but how do you control the positioning then? Then I tried UVW unwrap, where controlling the position is easy, but with that the real-world scale doesn't seem to work (is it supposed to?) - texture looks very blurred. Is there some better way to do this? Thanks! Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted February 9, 2010 Share Posted February 9, 2010 You were right to ask. "There HAS to be a better way." In the modifier stack the UVW Map modifier opens up to show Gizmo. Select "Gizmo" then you can manipulate the position and orientation of the map. Turn the texture on in the viewport and you can just slide it in to place visually. Link to comment Share on other sites More sharing options...
wannabeartist Posted February 9, 2010 Author Share Posted February 9, 2010 Thanks! That works like a charm now Link to comment Share on other sites More sharing options...
wannabeartist Posted February 10, 2010 Author Share Posted February 10, 2010 I can't help mentioning, that I just realized that there is an easier way for this tile problem. Rather than trying to match the seams in the textures to corners of the room, it's easier to just model those corner seams and not worry about the texture placing so much! Now, why didn't I thought that before hand? Link to comment Share on other sites More sharing options...
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