EOD Posted February 28, 2014 Share Posted February 28, 2014 Hello Everyone I am fairly new to architectural visualization and i'm currently working on my 1st exterior 3D Max scene. I am starting to apply materials (Bitmaps to be precise) to the grounds to imitate tarmac and grass. The problem i'm having is setting the correct scale; Bitmaps applied are either too big and not in proportion or to small and appears as tiled effect; can anybody point me in the right direction. Many Thanks Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 3, 2014 Share Posted March 3, 2014 Have a look through the 3ds max help files regarding UVW mapping. Link to comment Share on other sites More sharing options...
padre.ayuso Posted March 10, 2014 Share Posted March 10, 2014 ah! You are starting! That means you have factory settings, that means even playing UVW will not work out well for you unless you uncheck the Real World Map Coordinates button at the bottom of the UVW Modifier! Good luck! Link to comment Share on other sites More sharing options...
Scott Schroeder Posted March 10, 2014 Share Posted March 10, 2014 ah! You are starting! That means you have factory settings, that means even playing UVW will not work out well for you unless you uncheck the Real World Map Coordinates button at the bottom of the UVW Modifier! Good luck! This isn't entirely true. UVW's can work just fine without real world coordinates. They worked like that for eons before real world coordinates were introduced. Link to comment Share on other sites More sharing options...
padre.ayuso Posted March 10, 2014 Share Posted March 10, 2014 This isn't entirely true. UVW's can work just fine without real world coordinates. They worked like that for eons before real world coordinates were introduced. Hence, UNCHECK the box so that it is off and you can use UVW modifier without using the Real World Coordinates. Link to comment Share on other sites More sharing options...
beestee Posted March 11, 2014 Share Posted March 11, 2014 Real world coordinates or not makes no difference. With real world coordinates, you control the size of the mapping in the map itself. Without real world coordinates, you control the size of the mapping with the UVW gizmo. Checking or un-checking real world mapping will not help anything. I would also argue that using real world coordinates is ideal for a situation like this as you usually want to blend multiple maps with different UVW dimensions, and to do this without real world coordinates requires multiple UVWmap modifiers and map channels in addition to the multiple image maps. Tutorial here: http://www.neilblevins.com/cg_education/tiling_trick/tiling_trick.htm Link to comment Share on other sites More sharing options...
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