Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 25-01-2007 , 07:18 AM
j5ive's Avatar
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Tiling textures?

Could someone fill me in on this? I understand what they are for and how to create tileable textures, but how are they to be used? say i have a tileable texture assigned to a lambert material, and a corridor modelled. Do I assign this material to each face of the corridor? If it is this then surely the faces must all be equidistant from each other else the corridor texture will stretch. Or do you manually adjust each faces uv to line up the tiling textures?

I've read up on this but still unsure on how these textures are applied to an environment. Thanks guys.


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# 2 25-01-2007 , 07:27 AM
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You apply it as a standard file plugged into a material, say a lambert.

You then tile it using the 2d/3d input node, cant quite rememberthe naomeclature of the boxes to ass it in (might be as simple as repeat U and repeat V).

So for example in a corridoor with a brick texture jsut repeat the U or V to suit the geometry using either the IPR render of just using the textured view.


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# 3 25-01-2007 , 07:31 AM
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Ah I see, so I would apply the material to the whole wall and adjust the attributes. Cool. I'll see if I can find out more about the settings.


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