Hi,
Is there an easy way to tile a bitmap to follow the shape of a selected poly? I need it to follow the white line of the track. UV map - Face does only half of the job, because it affects also the length of the bmp, and I want equal length patterns. Tks
Quote from: outerran on June 06, 2013, 07:40:43 AM
Hi,
Is there an easy way to tile a bitmap to follow the shape of a selected poly? I need it to follow the white line of the track. UV map - Face does only half of the job, because it affects also the length of the bmp, and I want equal length patterns. Tks
I did not understand what you need to do ... ::) sorry but I use the translators ... :-\
Quote from: outerran on June 06, 2013, 07:40:43 AM
Hi,
Is there an easy way to tile a bitmap to follow the shape of a selected poly? I need it to follow the white line of the track. UV map - Face does only half of the job, because it affects also the length of the bmp, and I want equal length patterns. Tks
no...
There are at least two ways to make the track and the easiest is to use Loft. Make the track profile with the white lines included and then the track centerline, both with splines. Then aply loft and the track will be easy to map because you already have "places" for the white lines
Thanks Aritz. When using lofting I did make the segment for the line.
, but I didn't define it as a separate object to loft it separately.
so the line is part of the road poly. My problem is now tiling correctly the line bitmap onto that poly stripe. The bitmap has to be aligned, for example like putting concrete tiles of the same size along the road on that stripe. Not sure if I'm clearer now.
thanks
if i understand you right then just select the model and select a uvw map modifier
yes us uvw map modifer and transform gizmo within the modifier to rotate and scale perfectly
Nonono, you don't need to loft each surface separately! You can do everything in one step
Start again:
Make the track shape, including all the different surfaces you want as lines, asphalt, kerbs, track sides for grass/asphalt mixed textures...
Then aply to each surface (they are different spline segments) different ID, let's say asph ID 1, lines ID 2, etc. Select the asphalt segment and change ID to 1, select lines segments and change ID to 2, etc
Aply loft and texturize the track with multy-sub object. Create textures and put then correctly (ID 1 asph, ID 2 white texture, etc)
i think i quick video showing this would help a lot. even me. I pretty bad a modeling in max.