rectangular texturemaps?

simon

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does anyone know how to make a texturemap that is rectangular in 3DSmax/texporter. i can't get the "edit" window to change the square to a rectangular, and if i export in texporter to 512*256. Is resizes the sqaure map into a rectangular map leaving the UV map to get squished.
anyone?

thanks
 
are u talking about making the uvw editor into a rectangle ? or making texporter export it as a rectangle ?
 
Sir Phoenixx said:
Why? Texture maps are supposed to be square...

Someone hasn't looked at them all have you. Not _all_ images are square, you don't make a 512x512 completely filled image to texture a brush face that would better suit a 512x64 image. Or you'd get a squished effect.
 
I asked this question on CGtalk aswell, and didn't get the awnser i wanted there aswell, i know there is a hard way to do it, but i was hopeing there was an easyer way to just change the "square" in the edit window to the desired texturemap size...

anyway, this is how i'll do it:
(in case anyone ever runs in the same problem and doesn't know what to do ;) )

i'll explain what i ment (and i'll show what i did to fix it)

this is how it looked in the EDIT window:
Snap1.jpg


when i did a texporter of it in 512*256, this is what i got:
Snap2.jpg


as you can see, it's streshed vertically.
so what i did was export it in 512*512 and cropped it in photoshop to 512*256 and then placed the bitmap in the EDIT window, and matched my UV layout on the now streshed UVmap (which will then unstrech when i do the 512*256 texporter again.

here you see the streshed UV layout before texporter (in the EDIT window):
Snap3.jpg


and here is how it looks (correct) after texporter:
Snap4.jpg


now i have a final texturemap that fits and i lost a lot of lost black space, it's now 512*256, the way i wanted it to be. My only question to you guys was if there was an easyer way to do this, thats all
But i guess this way is "ok" aswell, but having to match the unstreshed UV layout to the streched layout can be a lot of work once you have a lot of parts

and Sir Phoenixx: texturemaps CAN be rectangular... but they need to devidable by 2
for instance:

512*192 = NOT OK
512*256 = OK
1024*384 = NOT OK
1024*512 = OK
you get it rite ;p


anyway, thanks !
 
Put a square quad poly behind your actual object polys when their laid out for setting the UV map. then when it makes the UV it'll take the larger square poly to fit the UV map, making everything else inside it proportional. Then just delete that square poly.
 
tde why did u change ur avatar ? it took me a while to figure out it was u ...ooh and i pmed u :S
 
mindless_moder said:
tde why did u change ur avatar ? it took me a while to figure out it was u ...ooh and i pmed u :S
I liked this one.. I got bored of the

"Dear Josh, we came by to **** you, but you were not home. Therefore you are gay." avatar :)


oh and i've not got any PM's today.
 
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