CORRENTES Posted April 15, 2011 Share Posted April 15, 2011 Hello guys, I'm having a noob issue about uvw maping... How can i uvw map a wall in the way that the maps react realistic in the corners ? This arroway stone promo examples exactly what I'm trying to achieve. [ATTACH=CONFIG]42342[/ATTACH] Thanks in advance Link to comment Share on other sites More sharing options...
Dave Buckley Posted April 15, 2011 Share Posted April 15, 2011 Apply material Show map in viewport UVW Map Adjust UVW Map modifiers gizmo to get alignments correct Render??? Link to comment Share on other sites More sharing options...
CORRENTES Posted April 15, 2011 Author Share Posted April 15, 2011 well it isn't working. The only way i found it was recreate the wall with loft and use loft mapping. The fact that the geometry comes from autocad have something to do with messed up mapping ? Link to comment Share on other sites More sharing options...
David Arbogast Posted April 15, 2011 Share Posted April 15, 2011 The Arroway rendering looks like the corner has been modeled with a radius, which can help with displacement issues on the corner. I think you're probably doing the right thing by using either a loft or a sweep to generate your mapping. If you can't get it to look right, then try a radius at the corners. I was watching some youtube videos from Autodesk showing off the new enhanced unwrap UVW modifier in 3ds Max 2012. It looks very nice and powerful. Link to comment Share on other sites More sharing options...
Nic H Posted April 15, 2011 Share Posted April 15, 2011 you do not need to unwrap something thats going to be box UVW'ed i would chamfer that edge a few times and use 3d displacment - should look the same Link to comment Share on other sites More sharing options...
Dave Buckley Posted April 15, 2011 Share Posted April 15, 2011 I did this just the other week, and used nothing other than a box UVW map (no chamfering involved) VRay displacement (making sure keep continuity is checked in the modifier) and then moved my gizmo just to make sure stones looked correct around corners Definately no need to unwrap a box Link to comment Share on other sites More sharing options...
David Arbogast Posted April 15, 2011 Share Posted April 15, 2011 you do not need to unwrap something thats going to be box UVW'ed i would chamfer that edge a few times and use 3d displacment - should look the sameThat works perfectly and is the best solution for existing AutoCAD geometry. Lofting and sweeping also works, but requires re-modeling. I failed to explain my reason for mentioning the unwrap modifier. Correntes is apparently trying gain knowledge about mapping controls in 3ds Max, and the unwrap UVW modifier is an important tool to learn in order to master mapping control in 3ds Max. And the 2012 enhancements appear to make it an easier less daunting tool to use. So unwrapping isn't relevant to his immediate problem, but is relevant to the larger picture of understanding mapping controls in max. Link to comment Share on other sites More sharing options...
CORRENTES Posted April 15, 2011 Author Share Posted April 15, 2011 Well i have some notions in UVW and UNWRAP mapping. Actually this is the first time that i'm having this type of issues. I forgot to mention that the corner isn't perpendicular, this is a "zig-zag" wall. Link to comment Share on other sites More sharing options...
--- Posted April 16, 2011 Share Posted April 16, 2011 (edited) firstly,i have no idea what a zigzag wall is,so maybe another person can explain that better for you. that said,this looks like a simple displacement modifier to me,applied on the wall mesh [or,if youre using vray,their propriety vraydisplacement modifier]. the modifier can be set to seamless on edges and from my experience makes a realistic corner,but this specific wall corner seems to be rounded. in cad this would mean filleted,in 3dsmax chamfered. if youve never used displacement and want more control over the map placement,i would suggest applying the map into the walls shader -preferably in its displacement slot,turned off but made to be shown on viewport [shaders map sublevel menu option]. then instance the map to the displacement modifiers map slot,so when you move uvws in the materials map sublevel,you also on the displacement modifier. ... or you can just instance the shaders bumpmap map into displacement modifier map slot. hth. Edited April 16, 2011 by Alpha Tomasowa Link to comment Share on other sites More sharing options...
CORRENTES Posted April 16, 2011 Author Share Posted April 16, 2011 When i said a "zig zag" wall, i meant that the corners don't do 90 degrees. lol Link to comment Share on other sites More sharing options...
--- Posted April 16, 2011 Share Posted April 16, 2011 gwahahaha -i see. ive edited my explanation btw,hopefully you find something useful there. all the best. Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted April 18, 2011 Share Posted April 18, 2011 I had a project with a number of columns and corners that needed cultured stone. I found unwrapping to be the better workflow for me that time. Link to comment Share on other sites More sharing options...
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