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continuous mapping on four walls for imported models

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andreaster

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Bye to all,
I would like to ask you a general indication of how to proceed, not the steps specifically. I'd keep enough to know if there is any solution to deal with this kind of work.
I should import in 3dsmax 2011 models made in rhino or autocad, to these models I have to apply frescoes with various ornamental motifs that continue without interruption from one wall to another .

What I would need would be like the development on a four-wall floor, to be exported as a 2d reference in photoshop and on which to draw and apply the high-resolution texture.
I until now used only UV mapping, I never made complex mappings and I have no idea how to proceed. I read that the unwrap is used for similar cases but it does not seem at first sight applicable to imported models .of fact the faces of the walls in my models imported from autocad, or from architectures, etc. are never united, are unpublished in max, it is thinkable to weld the vertices extinguished full of seams. While if I'm not mistaken, the unwrap needs clean, continuous and without holes, superimposed vertices, to be able to develop and spread them with unfold and then to sew.
If I said something wrong, correct me.
Thanks :)
 
no, it is all right, the unwrap would do to your case and as you say it must have the surfaces united, but contrary to what you say, if amounts from rhino the problem can be more complicated than expected, importing from autocad, invecie, you can weld the adjoining vertices automatically on the import setting maybe a very small radius in order to weld only the ones actually overlapped.
on the use of the unwrap I refer you to the online guide and to the tutorials as I do not know him well and risk to say cabled.
other thing, a little longer in the process if you knew how to use the unwrap, but still a possible solution, you could use the UVwmap anyway; you could select your imported mesh, subdivide the various faces to map in id material (e.g., id1 for the roof, id2 for the floor, id3, id4, id5... for the walls) apply as a material a multisubobject putting different materials for each id, apply a polyselect modifier, select only the bundles to map based on the given texture and apply immediately after selection . I know it seems a bit a mess (and it is) but without unwrap it is the only solution I know.
 
Hello, Ilario, thank you very much,
But with the multi-sub object material, if I understand correctly, I can apply different materials to each face but I do not solve the problem of development and continuity.
I should have only one material, contenting one texture designed on the development of all walls.
a little as they do in the restoration to highlight detachments of the plaster and spots concentrated in the corners, in that case I saw that they create the textures painting these deteriorations on the development of the walls in photoshop, obtained with unfolf. But probably in those cases it was all modeled correctly in max.
and it will not be possible to manually select on the model all the faces of a wall (regardless of whether they are sewn or not), create the planar mapping , place them on the grid of the unwrap , then move to the adjacent wall , select the faces mapping them, alongside the previous wall and set off for all the walls? ok will not be sewn , and it will not be possible the automatic sewing procedure will be highlighted automatically the corresponding edges , but with a little attention in placing near the adjacent edges perhaps you can have a good mapping and a continuous projection on which to work with photoshop.
 
Look, maybe I struggle to understand your problem, but if you select all the faces with a polyselect and apllichi modifier, without leaving the selection, a uvwmap modifier with box geometry and apply a correct horizontal texture of size (approximately) as the development should work. . .
 
I may have understood what you mean, but how do I have a reference template on which to paint textures? I need the template with corners, openings, doors, windows, shutters, to draw and place the frescoes around these elements.
also making a simple cubic mapping when I have non-orthogonal walls, octagonal based plants, etc. perdola continuous.
for that my idea was to map every single wall, join them in the edit uvw window, produce the layout, draw them over the textures in photoshop and put the texture in the material. But I have no idea if that's possible.
 
Yes, yes, of course, my is a bad solution, if you want a precise job exactly according to your method, the only one is the unwrap
 

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