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Author Topic: tiling textures/UV mapping  (Read 2079 times)

Wiiality

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tiling textures/UV mapping
« on: December 18, 2008, 07:25:25 am »

Hi, I would like to make a repeated grass texture on a surface. I know how to use UV mapping to manually strech or shrink the texture, but is there a way to indicate exactly how big I want the texture to be?

E.G. Say I had a box that is 256 x 16 x 256 and I wanted a texture to repeat exactly once every 16 x 16 square on the surface of the box.

Is there a way to specify this?

Thanks for your help!
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floyd86

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Re: tiling textures/UV mapping
« Reply #1 on: December 18, 2008, 12:27:26 pm »

I don't believe there is way to do this. But what you could do is build that 256x16x256 block out of faces which are 16x16. After that you can scale the uv-map with the UV-tool to the size of one of those faces. Or make a new texture with the grass already in the right size.

Wiiality

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Re: tiling textures/UV mapping
« Reply #2 on: December 18, 2008, 04:26:41 pm »

Hmmmmm... eventually I am going to make a lot more than just the one block. It seems like that method would take very long and make a very large .an8 file (relative to just using blocks).
Thanks, but I wish there was a better way.
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floyd86

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Re: tiling textures/UV mapping
« Reply #3 on: December 18, 2008, 04:51:39 pm »

Hmmmmm... eventually I am going to make a lot more than just the one block. It seems like that method would take very long and make a very large .an8 file (relative to just using blocks).
Thanks, but I wish there was a better way.

Ye if you want to make complexer objects than just blocks it will be alot of work. But you can still try to scale your texture with a paint program.
i.e if you texture is 256x256 you can create a (16x256)x(16x256)= 4096x4096 image. Paste your texture here 16 times ans save. Then you could scale down the image to a lower resolution (ie 1024x1024). Yet again alot of work but it can be done.
Take a look a the image is added

Wiiality

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Re: tiling textures/UV mapping
« Reply #4 on: December 18, 2008, 05:42:47 pm »

I am making this "block" for a game level. I would like to minimize memory usage, so making a huge texture is out of the question. It is also important for the textures to line up properly, or it will make the game look very stupid.
I like anim8or, but I think I may need to use another program.
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hihosilver

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Re: tiling textures/UV mapping
« Reply #5 on: December 19, 2008, 04:13:14 am »

What you probably want is to do some full on UV mapping.  Anim8or has some very basic UV mapping tools.  You cannot visually view the UV map and you cannot resize or move things in the UV map.  Therefore it would be best for you to use something like UV mapper classic or Lithunwrap 3d, both of which are free (use google to find them).
I would recommend Lithunwrap 3d because you can visually see how it UV maps to the model.
You can then go into a paint program, and paint over the UV map layout it gives you.
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