Home » Renegade Discussions » Mod Forum » XYZ, UVW tiles, placing textures.... PROBLEM SOLVED!
XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996168] |
Sun, 23 June 2002 01:39 |
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I've been going on and on about texturing walls in my tunnels and i got a new question.
I've been working on the textures on my walls in my tunnel. If i had an incline going down for example, i'd set my face to box in UVW mapping, then modify the angle with the gizmo, using rotate. Works out good, but i'm a picky guy... What happens with this techique is that the texture is ROTATED, but not deformed...
How can i explain...
Let's say the texture i'm applying has a vertical design pattern on it. If i want the texture to align with my floor, i'll rotate it to follow the floor. But then, the vertical patern is rotated also, making the wall look weird.
I noticed in the WW maps, in their tunnels, the textures align to the floor in inclines, but they also stay perfectly vertical at the same time (understand?) It's like they "scew" or distort the pattern, and it looks great.
Now i've tried a lot of things, i've tried lots of settings in UVW mapping, playing around with UVW tiles, the closest i've got to a result is setting it to face, but the textures is rotated 90 degrees in the wrong direction, but nothing will flip it... it's all in vain.
You guys understand what i'm trying to say? [ June 23, 2002, 10:17: Message edited by: zemekis ]
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996165] |
Sun, 23 June 2002 01:53 |
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Yeah i have, but you see, all it does is rotate the entire texture, and that's not what i want.
What i want, is to "pull" my texture downward in an incline, not rotate it. Like if you could just grab an edge of the texture, and drag it down. That way you're actually NOT rotating it (hence keeping verical designs vertical), you just distorting it.
Understand?
There has to be a way, cause that's how the textures are done in WW tunnels...
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996159] |
Sun, 23 June 2002 02:01 |
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Instead of doing the inside of the tunnel as a box uvw map, do each part separately as a planar. And make all the gizmo's the same size so that the textue looks the same. Also, when I did my road, I would line the gizmos up, rotate them with the incline/turn, whatever it is, then I would place the gizmo, just the gizmo at coordinates 0,0,0.
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996156] |
Sun, 23 June 2002 02:24 |
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I appreciate the help, but I'm not sure i understand everything you're saying, but this is the thing; i can't try out what you're saying really, cause my tunnels are built already, and i won't start them over... There IS a way to do this though... and it has something top do with the "face" in UVW mapping. This function actually does very well what i'm trying to accomplish, it follows slopes yet keeps textures vertical, but the texture appears 90 degrees rotated (texture is gd flor2)
Now i've tried going into gizmo and rotate it, but, but under "face", the gizmo does not do anything.
Is there a way, under "face", to force a 90 degree rotation of the texture?
Cause gizmo won't...
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996155] |
Sun, 23 June 2002 02:29 |
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No, face is pretty much a generic setting, unless someone else knows how to do taht with face. I would love to know myself. You do not have to rebuild your tunnels, you could assign uvw maps to the separate polygons, as you did with the tunnel segments themselves, or detach the separate pieces. Like go into polygon selection, and select a wall. Detach it or whatever you choose. Then assign a planar UVW map to it.
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996154] |
Sun, 23 June 2002 02:34 |
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Planar doesn't cut it, if i put in on planar, it works in the same fashion as a box, it will rotate the entire texture. What i want is scewing... As i said, face does that, but it's the wrong direction...
There is a possibility... I could always go in photoshop and save a new version of the texture, with the canvas rotated 90 degrees. That way it'll fit automatically. (It won't have the choice!!! )
If all else fails, i'll do that, but i'm still positive there is a way to that kind of transormation in gmax...
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996152] |
Sun, 23 June 2002 02:38 |
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OK, I'm not understanding you fully then. If you have a planar texture on each wall, 1 on a floor, and 1 on a ceiling, then you can rotate them all separately. This will also rotate your textures separately. There may even be a way to do it in material navigator.
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XYZ, UVW tiles, placing textures.... PROBLEM SOLVED! [message #-996151] |
Sun, 23 June 2002 03:15 |
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Hey steggyd!
Since this does interest you, i finally found my answer!
(i hope you still understand what i was looking for... "Stretching", or "pulling" a texture downward, not rotating)
This is what you do:
1-Select a face that is inclined
2-Apply UVW Mapping
3-Set to face (now the texture may, or may not be in the right direction) (this is where my problem was) but ignore it for now.
4-Apply Unwrap UVW
5-Go in Edit. Window will open.
In window:
6-Find your texture map#, on the top right of that window (if you have several textures on same object).
7-When you have it, select all sides by dragging.
8-Rotate 90 degrees CW or CCW.
9-In the main window you'll notice you texture rotate, yet keeping the face parameters.
There you go! Now you have a texture being PULLED downward, not ROTATED.
It looks A HELL LOT BETTER!
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