How make uvw mapping for Game Levels...?!
Hello all..
I'm having a problem recently, and I need your help...
I'm creating a scene for a FPS game. But now that i got to the uvw mapping, with some search, i found that to make the two mapping, one for textures(diffuse, spec, normals..) and other for the lightmap. But so, the scene is so big, and would like to know how i can do the uvw mapping of diffuse, in large parts, as floor and walls in these images:
Would not be so correct, i create a map of 4096x4096, right?! I was told to "cut" the scene model, and create a many 3d models with this model, so each bit, create with 1024x1024 for example...is the right way??
I wait for answers, and sorry my bad english.. :/
[Edited by - Drag on March 24, 2010 9:05:30 AM]
Depending on the structure of your level file, it shouldn't be one large mesh, but rather made up of many (often tile-able) smaller pieces.
For example, in the Hammer editor (that I used several years ago, so I might be rusty) detailed objects like lamp posts, mail boxes, cars, and other random scenery items are modeled and textured outside the application, but the large, featureless chunks of terrain (floors, walls, natural ground, skyboxes, etc) were actually constructed IN the Hammer editor and then you applied selected textures to them directly, with no unwrapping necessary.
What FPS game is this for and what package are you using to model it?
For example, in the Hammer editor (that I used several years ago, so I might be rusty) detailed objects like lamp posts, mail boxes, cars, and other random scenery items are modeled and textured outside the application, but the large, featureless chunks of terrain (floors, walls, natural ground, skyboxes, etc) were actually constructed IN the Hammer editor and then you applied selected textures to them directly, with no unwrapping necessary.
What FPS game is this for and what package are you using to model it?
Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
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thanks for answer bcullis...
that i was already aware, as the difference in creating a model as props, and a static model, of the scene, as you said yourself..
i should have posted some images, it is easier to understand..
in these images, is a first part of the scene. Being a small map, i could do in a mapping only, with a tex of 2048x2048...
But in this scene, it is longer, and i would like to put tiles on the floor, but keep the lightmap. I wonder which techique that is used to do that, i really need to cut the model in various shredded and areas?
this images, is from viewport of 3dsmax, and the gameengine used, not have a editor, is all with code line..
thanks again :)
[Edited by - Drag on March 24, 2010 9:38:12 AM]
that i was already aware, as the difference in creating a model as props, and a static model, of the scene, as you said yourself..
i should have posted some images, it is easier to understand..
in these images, is a first part of the scene. Being a small map, i could do in a mapping only, with a tex of 2048x2048...
But in this scene, it is longer, and i would like to put tiles on the floor, but keep the lightmap. I wonder which techique that is used to do that, i really need to cut the model in various shredded and areas?
this images, is from viewport of 3dsmax, and the gameengine used, not have a editor, is all with code line..
thanks again :)
[Edited by - Drag on March 24, 2010 9:38:12 AM]
Lightmapping can be done different ways.
-You can assign your own second texture layer, with it's own UVs, and do a simple bake, or you can use a lightmapping tool that will chop your level up and spit out a light mapped mesh.
The large textures on the floor are simply tiled. Make sure the texture's clamping mode is set to repeat, and then just type the number of times you want it to repeat.
Otherwise, you can just map the textures to the large surfaces using their world coordinates. Not sure what it's called in Max.
-You can assign your own second texture layer, with it's own UVs, and do a simple bake, or you can use a lightmapping tool that will chop your level up and spit out a light mapped mesh.
The large textures on the floor are simply tiled. Make sure the texture's clamping mode is set to repeat, and then just type the number of times you want it to repeat.
Otherwise, you can just map the textures to the large surfaces using their world coordinates. Not sure what it's called in Max.
Quote: Original post by Drag
nobody? =/
I think you don't have to bump after not even an hour, plus some people might be annoyed by gigantic screenshot collections for different reasons (bandwidth waste, multi-page posts).
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