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FSXA uv mapping vs unwarapping

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I'm texturing an object, I use an unwrapping for the most of the model, but I want to texture a wall using uvmapping and so tiling up all the wall, and what is more important, with the same texture, how can be done this ?
finally I couldn't get this goal and copied the same material in another slot for the wall, and applied a "cropping/placement" uvmapping, but when exported the object, this not retain the uvmapping, and the wall show the entirely texture, without uvmapping, I hope don't mess up too much with my english.
 
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This is not a binary choice...

...the two functions work in partnership with one another

UVW Mapping to -well- "map" the texture to the selected object or polys

UVW Unwrap to "place" the mapped area on the correct portion of the texture
 
But would be great to be able to use both in the same texture/material. that is. I see not profitable to create another material just to uvmap a little object or just a wall like happen in this case. I have read something about channel map but till now nothing is working, and I am losing the uvmapping as well. would be great to solve this area of the mapping issue
 
Hi,

You can tile textures in 3 ways.

1. Tile both horizontally and vertically. This would be like a whole page of identical postage stamps you buy at the post office.

In this case the bitmap must be a small version of the postage stamp. No other texture areas are allowed. An example is a roof texture with just a few shingles on it, and is tiled over the entire roof.

2. Tile horizontally, but NOT vertically. This would be like a horizontal strip of postage stamps that you remove from a roll of stamps. An example is a building wall texture that repeats horizontally along the wall, but is the full height of the wall.

In this case the texture to be tiled must extend from the left edge of the bitmap to the right edge. Other texture components may be present above and below the tiled area (and may be horizontally tiled areas themselves).

3. Tile vertically, but NOT horizontally. This would be like a vertical strip of postage stamps. An example is a tall but narrow building (radio tower, etc.).

In this case the tiled texture must extend from the bottom to the top of the bitmap. Other texture components may be present to the left and right of this texture area.

You may use UVW Unwrap for all of these situations, but I only use it for situations 2 and 3. For situation 1 I just enter the same values into the U and V dimensions in the UVW Map rollout (for square bitmaps).

Hope this helps,
 
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Yes, I got the idea, thanks for the explanation, the thinking was how could coexist unrapping and uvmaping in the same texture, as you say one must see the disposition in the texture for the tiling could be posible. I've been guessing this also by observation in the behaviour of the tiling and unwrapping.
 
You are separating UVmapping and UVunwrapping in a way which is confusing you.

They are BOTH modifiers that assign UVW coordinates. That is all.

Mapping applies the coordinates as per a preset template (plane, box, shrink etc) whereas Unwrap enables you to move them independent of the 'template'

'tiling' of a texture, can be achieved with either modifier.

Typically, to tile with UVWunwrap, you would use the UVWscale tool.

The key to tiling, as alluded to above: it starts with your texture (as indeed it is the texture that is tiled, and the mapping simply makes use of that!)

Create a vertically and/or horizontally tiled texture (or obtain one)

Map a plane to it (using the tiling parameters)

OR

Make a 1:1 UVWMap then unwrap and use the scale tools to get the texture density you want.

A couple of notes: overly aggressive texture tiling will confuse MIP selection and create shimmer.

Comsider the use of a detail (uv2) map for repetitive wall textures.

This feature creates impressive expanses of repetitive (corrugated /brick). But allows for shading variation etc.

It is underused IMO, simply because people are thinking in terms of FS9 material settings, and haven't investigated how it works


Sent with Tapatalk for iPhone
 
What is clear you must lay out the texture for the use of the tiling, what is the same, to reserve a portion of the texture for this porpouse, It's just to know what were the posibilities. I see something which could work accordingly to my idea, in bitmaps parameters, "cropping/place" function. work great in max but not in Fsx. Important to get the hang to this chapter of texturing. thanks anyway
 
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