Texturing a large environment for DirectX in 3dsMAX
Whats up guys, first post here... I've been doing 3d for about 4 years now and I'm just getting into the games market. Currently I have to model a movie theater that will be used in a Direct X runtime. My question relates to texturing the theater in 3dsMAX. I'm only doing the outside of the theater but it's a pretty large model (315'x215'). I went out to a local theater and got some good textures, and I'd like to take a thin brick pattern and repeat it over the long faces about 12 times. I'd like to get some advice on how to apply this texture to the model so that Direct X will understand it. I was planning on doing a standard Unwrap UVW but I can't really "repeat" the texture like I'm used to; instead I've have to scale the brick pattern down and duplicate the layer in photoshop on the UV's. The problem with that is that the pattern gets scaled down so much that instead of a crisp brick texture its just a blurred white pattern. Is this a common problem with UV's or am I headed in the wrong direction? Is there a way for my programmer to write some sort of code that will allow a more traditional repeating texture to be applied using the Multi/Sub Object Material in MAX? So in a nutshell, is Direct X limited to using Standard game UVW maps, or can I use the older method of repeating patterns across a face? Or is there some way to repeat an image in a UVW map, so I could maximize the size and resolution? I completely admit that I may be way off here, and if so maybe someone can give me a push in the right direction. Here's some screens to show the problem I'm having: http://www.ryangallion.com/UVW-problem.htm Thanks guys, gallion311
Instead of scaling the texture in photoshop, scale UP your UV's in 3ds until it looks right. I'd assume that is how you'd do it normally in films, I don't see why games would be different in that case. In fact, repeating textures are a mainstay of games, and your situation is pretty standard.
-------------www.robg3d.com
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