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Hi there!
Before I even go into asking my question, I am pretty much self taught on both mudbox and 3ds max, I can find my way around but I am in no way a professional so please bare that in mind if you are so kind as to answer my question.
I want to make a terrain in mudbox, basically I just use a plane and sculpt that, no problems thus far (only that some flat areas have a lot op polygons whilst they dont need to because they are flat..). My problem kicks in when I attempt to paint the terrain, Tons of detail gets lost because even though I use a 4K diffuse map this map applies to the entire terrain...the textues are just to blurry to move a camera up close (if I re-import into max). Still, my diffuse maps get fairly large 40mb+ (is this normal?)
Now as far as I have managed to understand Ill need to make more than one uv tiles. Because the entire plane is now in the 0 to 1 range. My question is, how do I add more uv tiles?
So basically suppose I make a 140x140 plane in 3ds max with 14x14 subdivisions, how do I make, say, 4 uv tiles for every 7x7 area? (so that its 4 7x7 areas or in other words this would allow for 4, 4k maps for the entire plane/terrain).
I am referring to max because I have not found UV editing tools in mudbox, also when it comes to uv mapping in general I am a complete moron. Most of the times I just flatten the map and thats it...so all in all I am not very knowledgeable in that area.
So once again, if I make a plane in 3ds maxs and I want to ‘split’ the plane into 4 equal pieces each with their own UV tile, how would I go about that? Do I use the UVW unwrap modifier or a other UV editor? (if there is a other editor in max, which I am not sure about).
Many thanks for any help!
[EDIT]: my question is in some way more 3ds max related but still the solution would apply for mudbox, therfore I posted it in the mudbox section. My apologies for any inconvenience.
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