Mauler Posted July 31, 2016 Report Share Posted July 31, 2016 So this tutorial is a short one. Will basically show you how to setup multiple UV scales for an object by using multiple passes. This is useful for terrain texturing, alpha blending. Allows the artist to properly scale different textures, for instance a mountain texture with a grass texture and not be overly stretched and look horrible. 1. This is my start file with default UV mapping modifier. Textures are stretched and will not look good at all ingame! 2. So I will return to my max file and make adjustments. At this point we want to adjust the grass first. Let's first start by applying a UV mapping modifier to the mesh. Set your parameters to your liking, here I used a planar with 3x3 scale. Make sure to apply the UV pass to something other than default pass '1', also make sure to set the UV pass to the same number as set in the material modifier. All green circles. The orange box in the middle is our scale of the grass texture! Our results on the second screenshot is much better than what we started off with. 3. Next we will adjust the mountain cliff texture to something more refined. Same steps as above (2). Although I left the cliff texture to the default '1'. I made sure to scale the texture a bit bigger, here I used 10x10 planar. You may have to play with the settings and find your own preference! The results are much better than the default we started with. Now we have the cliff and grass textures separated and can now be adjusted individually! 4. After some further adjustments to UV scales I have a completed terrain with proper flowing textures and looks great! Here is the final results! 5. GIF animation of texturing work completed! From beginning to final progress! 0 Quote Link to comment Share on other sites More sharing options...
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