![]() ![]() The last image you posted looks like a leg? Usually we would planar map one side of the leg so it fits to the map on the body above. like a boulder… and do morph… from the boulder to a planar object to get the uv’s working correctly.īut, if you follow my steps, it should work correctly with tiles.Ī sphere,… or ‘complex’ model like what you have right now… I’d have to to a planar projection from the top faces with one map… and try to make my tileable textures fit it into it from the side… In the past, I have had to do some simple things. Here is an option, instead of a normal sphere. How did they do this? How did they re-arrange the UVs in a way that it fits in the grid perfectly and tiles perfectly?: So my question is, how do i make UV’s for complex models like my world ready for tile-able textures? and it could be that people just don’t know, but i KNOW there is a way because here is an example in a model that I downloaded to try and use the history to see what the modeler did but it was deleted. but one could assume that with the complicated UV set that my world has, tiling it is not as simple as aligning one of the faces up to the grid because all the faces’ UVs are irregular shaped so seams become a big issue as you can see: However in the image that you showed me the ground and its faces are PERFECT SQUARES so tiling it is obviously easy to do. So here is the world surface and its unique UV set layout that i created with the tile-able texture applied: Let me export images to show you my UVs and the problem I’m running into. Right, I understand but for a COMPLEX model, how does one map the UVs in such a way that it will tile correctly over the model in maya? However making the textures is not my issue, I know what I have to do to make them however what I’m confused about is how to set up Tillable UVs before texturing even begins? I know how to UV but I only know how to UV for unique textures(textures designed for that model specifically and not tiling) How do I set up the UVs in such a way that when I put the model into unity it tiles the texture I make for it without any seams?Īnd how do I make both Unique uvs that aren’t tiled and UVs that are on one UV set for one model so I can have both unique textures and tiled ones on the same model? Thanks for the link, it will come in handy later when im actually making the textures and i gave you rep for answering Looks like this guy has some examples on his page. A huge grass field could have 3 or more different textures for the edges, and 4 or more for everything in between.Ģ56x256, or 512x512 for what you are doing should be fine. It could greatly solve optimization issues I am having in Unity. So to sum things up How does one go about creating Tile-able UVs for a complex model? Then how does one create this UV layout and how does Maya read the multiple UV methods for the same object? the arrangement looked something like this for a tree model: ![]() I did find an interesting forum topic for 3DS max about creating a model that reads both tiled textures and Unique textures from the same UV set. And second question: how do I create a UV set on a model that uses both Tiled and Unique UVs on the same model? So first question: does anyone know of any good tutorials that show how to create UVs on a complex model for tiling? I’ve been looking around for tutorials on how to UV map complex models for tiling and how to also use unique UVs along with them but I cannot find any good tutorials that cover this. but considering the player will be able to get close to the terrain, it must also be high-rez so the only logical solution I can think of is a mix of Tiled and Unique textures.Īs you can see my textures are WAY too big and I would like to figure out a way to tile some of it, but I cant go any smaller due to image quality. however it needs to be MUCH more efficient and the texture sizes must be small. So I am putting together this 3d terrain in Maya that is directed to work in Unity on platforms equivalent to tablets and high-end phones and i have already textured it and put it into unity.
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