uv mapping
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Hi,
I'm trying to UV map this house here and I'm not sure if what I've done till now is the right way? I have the UVs layed out on top of the checkered texture but I'm not exactly sure what to do next. Do we have a tutorial on this topic on this website that I don't know about? |
1 Attachment(s)
Heres what the house looks like...
ICK! hehe |
Looks ok to me except you should try to keep the relative sizes of the UV shells in proportion to the actual mesh (see the horizontal stretching on the longer wall).
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Ah, so the size of the shells on the walls should all look the same.
But its ok if the sizes on the windows are different from the walls? Or does it ALL have to match perfectly? |
you want to give objects UV space that is proportional to the size of the object... so smaller objects will take less UV space than larger.
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Ok, I got you.
Just one more question. What is the advantage of UV mapping the whole object into 0-1 space (in this case my house with the windows) instead of just using projection maps as and when I need them? |
which ever works best for you.
I know not all games support texture projections. Movies and such obviously don't care as much. |
I had a general question regarding UV maps and textures.
What happens if the objects in my scene are too many to fit in the 0-1 space? I'm not sure if there needs to be one UV map PER OBJECT( eg, one map for a chair, another map for a table etc) or one UV map for ALL the objects in a scene? Also, say a bunch of objects need to use the same texture -- for example a bunch of pipes around the house that use the same dirty metal texture -- should they all be in the same UV map? I'm just having trouble getting the relationship between a UV map and a texture I guess. |
You can give individual objects their own UV if you want as well as their own textures. The major factor is the resolution of the image that you fit in the 0-1 space.
For games, 256x256, 512x512, etc. Movies and such, you can go much higher. You usually want the resolution of the texture to be in relation to the overall size of the object. A chair's texture would usually be a smaller resolution then, say, a building, except for the case where the texture repeats. You don't necessarily have to keep the UVs in the 0-1 space, but keep in mind that the texture tiles in the UV Texture editor outside of that space. |
Hmm, I guess that kind of helps.
Thanks. |
One MORE question :)
If I want a texture to repeat , would I just make the UV map of the object fall out of the 0-1 space or would I just go into photoshop and tile the texture? |
Both works. Another way is to set the repetitions in the place2dTexture node...
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