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multi tile uvs
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  • oglu
  • Posted: 10 October 2008 02:52 AM
  • Location: Vienna
  • Total Posts: 2631
  • Joined: 22 August 2006 06:00 AM

how do you set up the multi tile uv in maya, xsi or max...?
is the only way to use for each texture a new shader and assign them per face selection..?
no atomated way like in mud..?



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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oglu 10 October 2008 05:52 AM

how do you set up the multi tile uv in maya, xsi or max...?
is the only way to use for each texture a new shader and assign them per face selection..?
no atomated way like in mud..?

Well personally speaking in max I have my uv set up on natrual borders and use a multi material on the whole model with one mat for the 1st tile, another for the 2nd tile etc..etc… If your a max 209 user I could knock out a quick example scene file tonight if it’d help.

Wayne…



http://www.MudboxHub.com Independant Mudbox User Forum

http://www.DashDotSlash.net - personal site

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  • Ash-Man2
  • Posted: 10 October 2008 03:43 PM

Oh stay away from per-face (IMHO) that is a render layer problem waiting to happened
I ‘m currently working on a MEL that will hook up everything for you
in the mean time use the one that I have for disp

http://www.pixelcg.com/blog

hopefully I’ll finish the new one soon..sorry no time at all these days :(



aSh
http://www.pixelcg.com/blog
http://www.pixelcg.com/tutorials

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  • oglu
  • Posted: 11 October 2008 08:55 AM

thanks wayne… but im using maya and xsi…

ashaiad thanks i will give it a try…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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  • oglu
  • Posted: 11 October 2008 12:18 PM

here a setup for xsi…
thanks to kzin…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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  • Skylark3
  • Posted: 11 October 2008 02:24 PM

Are each of those projections in a different UV space ( I suppose they must be for Mudbox to have generated multi-maps)?

At the risk of asking a very dumb question, how do you set that up - to have each uv tile as a different texture projection?

My own workflow would be to import an obj from modo with multi-tile uv’s already in place - I don’t need to move the UV’s around, just set up each tile as its own projection.



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  • oglu
  • Posted: 12 October 2008 09:40 AM

there is only one projection… but the uv isles are layed out in tiles…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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  • Skylark3
  • Posted: 12 October 2008 04:08 PM

So how are you selecting the relevant UV tile?

Presumably this is in the texture_edit nodes… if so, could you explain just how? Are you translating or remapping? Or something else…

Even better would be a screen shot of the ppg for the one of the texture_edit nodes, with an indication as to how the tiles are laid out, in U or V.

Thanks Oglu for your help in this and other forums.



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  • oglu
  • Posted: 13 October 2008 03:33 AM

here is the rendertree…
http://www.xsiforum.de/thread.php?postid=74887#post74887

and here the compound… (rename the .zip to .rar)



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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  • Skylark3
  • Posted: 13 October 2008 08:22 AM

Thank you for the link and for making the compound available.

Unfortunately I cannot read German… and the compound itself is a blank page.

Do you have an example of it in use, where I can see what values have been used in which fields to map the image files to the uv tiles?

Apologies for my lack of understanding.



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  • oglu
  • Posted: 13 October 2008 09:00 AM

you have to translate the uv in the textur edit node… -2 for the third tile in U and so on…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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