Jump to content

UVW map corner stone wall problem. example inside


CORRENTES
 Share

Recommended Posts

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

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

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

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

That 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

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 by Alpha Tomasowa
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...