Glidias
08-09-2003, 07:41 AM
Anyone know of a UV method/tool that can do this on the ATTACHMENT??
I know for a flat patch surface, Face mapping works. Unfrotauntely, on a bumpy patch surface, it gets garbled as the faces orient itself to the normals of each patch facing and it Face mapping reads triangles....not patches!! Face mapping would produce seams. Of course, for simple textures like clean white snow, the seams are barely noticable and the irregularity actually serves in making it look more natural. But for detailed grass textures and rubble, it's a differnet story and i need a perfect top (x,y) texture on each indiviudal face!
Of course, i can select every individual square patch and apply a Decal Top map scale to canvas. But imagine if i have 1200 patches to work on!! I'll have to select each individual patch, and apply Decal top!!! I'll have to do these process 1200 times!! NO WAAAYY man!
What's the purpose? Well, I want to easily create large terrains (consisiting of 256x256 sized patches and 256x256/512x512 textures applied on them) without having to apply UV mapping on every individual patch of that terrain!! I jst want to select the entire terrain mesh and apply some UV mapping thingy that basically gets the job done!
I know for a flat patch surface, Face mapping works. Unfrotauntely, on a bumpy patch surface, it gets garbled as the faces orient itself to the normals of each patch facing and it Face mapping reads triangles....not patches!! Face mapping would produce seams. Of course, for simple textures like clean white snow, the seams are barely noticable and the irregularity actually serves in making it look more natural. But for detailed grass textures and rubble, it's a differnet story and i need a perfect top (x,y) texture on each indiviudal face!
Of course, i can select every individual square patch and apply a Decal Top map scale to canvas. But imagine if i have 1200 patches to work on!! I'll have to select each individual patch, and apply Decal top!!! I'll have to do these process 1200 times!! NO WAAAYY man!
What's the purpose? Well, I want to easily create large terrains (consisiting of 256x256 sized patches and 256x256/512x512 textures applied on them) without having to apply UV mapping on every individual patch of that terrain!! I jst want to select the entire terrain mesh and apply some UV mapping thingy that basically gets the job done!