CHE Posted May 24, 2002 Share Posted May 24, 2002 Is there anyone willing to share a good (architectural) mapping technique? (MAX/VIZ) Link to comment Share on other sites More sharing options...
nisus Posted May 24, 2002 Share Posted May 24, 2002 Hi che, What do you mean? There are several mapping techniques, but I don't know which one applies to your problem. Do you have an specific example? If you don't, I suggest you read a book about texturing and mapping. check out www.nexriders.com for good books. rgds nisus Link to comment Share on other sites More sharing options...
CHE Posted May 24, 2002 Author Share Posted May 24, 2002 Nisus, I'm just a little confused, I'm new in VIZ/MAX mapping procedures. Actually, I'm going to map and add textures to my first model using VIZ (a house) http://communities.msn.com/VisualRevolutions/michoacanprojectnew.msnw It's hard for me to tell which way to go. (UV Mapping or Standard Projection) You know what I mean? The Majority of the tutorials or books I have read so far are focused strictly to non-architectural models. All I want is an advised. Like, what to look for and what to avoid. Do you have an special technique? Is there an established procedure? (Step by step?) [ May 24, 2002, 02:49 PM: Message edited by: CHE ] Link to comment Share on other sites More sharing options...
CHE Posted May 24, 2002 Author Share Posted May 24, 2002 Anyone? Nisus btw your link isn't working. Link to comment Share on other sites More sharing options...
STRAT Posted May 24, 2002 Share Posted May 24, 2002 Hi CHE, these are my tips for a Viz user - dont make things more complicated than you need to. Allot of ppl will talk and plugins like texporter, uv-unwrap etc... but more of these techniques are usually for multi face id game character mapping, where a 512x512 px map is used to map yuor low poly models. forget all that - to complicated. Architectural texturing is pretty easy when you get into it. first off i strongly suggest reading a couple of basic tuts on the various mapping types and their basic uses. first tip - use proceedurals as little as possible. imho proceedural mapping really is crap and stands out a mile as being so artificail. Use real bitmapping. the better and bigger the pixel size (or resolution) the better, all to avoid tiling and the 'carpeting' effect. then the majority of mapping i use is the BOX icon. so simple and effective. and why not? if it does the job then use it. flat plane mapping is also a must, also learn about face ID'ing - most important. curve objects are then mapped with spherical or cylindrical mapping. once you've got to grips with these mose basic of mapping techniques you have enough there to texture up anything. just dont over complicate things first off for a newbie. it is easier than it looks. i assure you. just practice. hope it works. Link to comment Share on other sites More sharing options...
nisus Posted May 25, 2002 Share Posted May 25, 2002 srry che: it is www.newriders.com like strat said, architectural mapping is mainly box or planar. A tip might be to map your objects straight after you modelled them nisus Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now