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    <title>topic Re: tile using unwrap uvw in 3ds Max Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5293195#M19967</link>
    <description>&lt;P&gt;Hi.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;If you want to be able to tile your texture interactively using Bitmap Coordinates, then you will need to make sure you use overlapping UVs (if the wall has a thickness) or a Planar mapping that fit your UV quadrant in UV Editor window. This is what is used when you use the default UVW Map modifier instead of Unwrap UVW. Each UV quadrant corrsponds to your texture image. If you lay out your UVs in the same manner as the tutorial you mentioned by unfolding the UVs, then tiling of your wood texture needs to be done manually using image editor such as Photoshop so that your texture map already includes the tiled wood texture. If you need to constantly change your tileable texture on your object, then custom UV layout is not very convenient. I hope this makes sense.&lt;/P&gt;</description>
    <pubDate>Tue, 23 Sep 2014 17:27:38 GMT</pubDate>
    <dc:creator>ekahennequet</dc:creator>
    <dc:date>2014-09-23T17:27:38Z</dc:date>
    <item>
      <title>tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5289889#M19966</link>
      <description>&lt;P&gt;I am trying to leran texureing here&lt;BR /&gt;&lt;A href="http://www.republicofcode.com/tutorials/3ds/unwrap_uvw_mapping/" target="_blank"&gt;http://www.republicofcode.com/tutorials/3ds/unwrap_uvw_mapping/&lt;/A&gt;&lt;BR /&gt;but I have some question after the tuorial &amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If I would like to texture the wall using tile, say using&amp;nbsp;&lt;BR /&gt;&lt;A href="http://textures.forrest.cz/textures/library/wood/Wood15l.JPG" target="_blank"&gt;http://textures.forrest.cz/textures/library/wood/Wood15l.JPG&lt;/A&gt;&lt;/P&gt;&lt;P&gt;It is possible to complete in the single texture under unwrap uvw?&lt;/P&gt;&lt;P&gt;Or I have to do it separtely?&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 22 Sep 2014 16:26:03 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5289889#M19966</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2014-09-22T16:26:03Z</dc:date>
    </item>
    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5293195#M19967</link>
      <description>&lt;P&gt;Hi.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;If you want to be able to tile your texture interactively using Bitmap Coordinates, then you will need to make sure you use overlapping UVs (if the wall has a thickness) or a Planar mapping that fit your UV quadrant in UV Editor window. This is what is used when you use the default UVW Map modifier instead of Unwrap UVW. Each UV quadrant corrsponds to your texture image. If you lay out your UVs in the same manner as the tutorial you mentioned by unfolding the UVs, then tiling of your wood texture needs to be done manually using image editor such as Photoshop so that your texture map already includes the tiled wood texture. If you need to constantly change your tileable texture on your object, then custom UV layout is not very convenient. I hope this makes sense.&lt;/P&gt;</description>
      <pubDate>Tue, 23 Sep 2014 17:27:38 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5293195#M19967</guid>
      <dc:creator>ekahennequet</dc:creator>
      <dc:date>2014-09-23T17:27:38Z</dc:date>
    </item>
    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5301257#M19968</link>
      <description>&lt;P&gt;How about to use both unwrap uvm and uvw map(I believe this is the modifier to make tiles?) together?&lt;/P&gt;&lt;P&gt;say if my place object have just 2 face, left and right,&lt;/P&gt;&lt;P&gt;for the left face, I use unwrap uvw,&amp;nbsp;&lt;/P&gt;&lt;P&gt;and for the right I use uvm map&lt;/P&gt;&lt;P&gt;Is it possible?&lt;/P&gt;</description>
      <pubDate>Fri, 26 Sep 2014 15:48:19 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5301257#M19968</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2014-09-26T15:48:19Z</dc:date>
    </item>
    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302083#M19969</link>
      <description>&lt;BLOCKQUOTE&gt;&lt;HR /&gt;@Anonymous wrote:&lt;BR /&gt;
&lt;P&gt;How about to use both unwrap uvm and uvw map(I believe this is the modifier to make tiles?) together?&lt;/P&gt;
&lt;P&gt;say if my place object have just 2 face, left and right,&lt;/P&gt;
&lt;P&gt;for the left face, I use unwrap uvw,&amp;nbsp;&lt;/P&gt;
&lt;P&gt;and for the right I use uvm map&lt;/P&gt;
&lt;P&gt;Is it possible?&lt;/P&gt;
&lt;HR /&gt;&lt;/BLOCKQUOTE&gt;
&lt;P&gt;Hi Brian.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Yes. It's possible. It's also possible to use multiple UnWrap UVW modifiers instead of the combo. In either case, you would need to use a separate Map Channel and use Compositie Map. This is assuming both sides have the same Material properties. You will need to create a mask image that covers the left side (custom texture area). The custom texture area should be black, and the tileable are should be white.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;In a nutshell, below steps should work for what you're trying to achieve:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;-Unwrap the UVs of the whole model first including left and right side, even if you're planning to use UVW Map modifier for the right side. Render UV template and save as uv_template.png for the sake of simplicity.&lt;/P&gt;
&lt;P&gt;-Collapse the stack. (You can always bring back the unwrapped UVs by re-applying Unwrap UVW)&lt;/P&gt;
&lt;P&gt;-Create your texure map based on the saved UV template. Let's call this custom_dif.png, for example.&amp;nbsp; Also create your mask image and call it custom_mask.png.&lt;/P&gt;
&lt;P&gt;-Apply Poly Select and select the right face (tiling area) in Poly mode. After this follow either A or B.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;A) Unwrap + UVW Map Method&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;-While the faces are still selected, apply UVW Map modifier. Orient it so that it is flushed to the selected face(s) via Alignment rollout or manually place the UVW Gizmo. Change the Map Channel to 2. Don't worry about tiling for now. You can go back to it later.&lt;/P&gt;
&lt;P&gt;-Apply a Standard Material to your object.&lt;/P&gt;
&lt;P&gt;-Assign a Composite Map to the Diffuse Color. You will need two Composite layers for this. The first layer should have the Bitmap type map (custom_dig.png) assigned. Your left side should already have custom UVs assigned when you unwrapped your UVs.&lt;/P&gt;
&lt;P&gt;-Add/Create a second layer in your Composite Map. Your top/second layer should have your tileable wood texture as Bitmap type Map. Make sure the Map Channel is set to 2 to match your UVW Map modifier's Map Channel.&lt;/P&gt;
&lt;P&gt;-In the Mask slot of your Composite Map's top/second layer, assign the mask image (custom_mask.png) as Bitmap. Leave the Map Channel to default at 1 for this one. You will be using the same UV info from the custom UVs to mask the custom UV area.&lt;/P&gt;
&lt;P&gt;-Go back to UVW Map Parameters in Modify panel. At this point, you can do few things. You can decide whether you want to tile your wood texture using Real-World Map Size or use UV Tile units. If you choose to tile using Real-World units, then you must set the tiling values via Bitmap Coordinates in Material Editor because UVW Map modifier will not have access to tiling iput. If you turn off Real-World Map Size in UVW Map, then you can tile by number of tiles instead of real-world size. Turning off Real-Map Size in UVW Map overrides Bitmap Coordinates Real-World Size. You can also move or scale your Gizmo to your liking.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;B) Multiple Unwrap UVW + Channel method&lt;BR /&gt;&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;-While the faces are still selected, apply Unwrap UVW modifier. In the Channel Rollout, change the Map Channel to 2. When prompted, choose to "Abandon" changes.&lt;/P&gt;
&lt;P&gt;-In sub-obj Poly UV mode, choose Planar Map with Best Align option in Projection. Uncheck Planar to exit Projection. Or, unfold it manually so that selected UV polys fit exactly in your UV quadrant. The boundaries of your UVs must fit the boundaries of your UV quadrant to ensure proper tiling. Exit sub-obj Poly UV mode.&lt;/P&gt;
&lt;P&gt;-Apply a Standard Material to your object.&lt;/P&gt;
&lt;P&gt;-Assign a Composite Map to the Diffuse Color. You will need two Composite layers for this. The first layer should have the Bitmap type map (custom_dig.png) assigned. Your left side should already have custom UVs assigned when you unwrapped your UVs.&lt;/P&gt;
&lt;P&gt;-Add/Create a second layer in your Composite Map. Your top/second layer should have your tileable wood texture as Bitmap type Map. Make sure the Map Channel is set to 2 to match your Unwrap UVW modifier's Map Channel.&lt;/P&gt;
&lt;P&gt;-In the Mask slot of your Composite Map's top/second layer, assign the mask image (custom_mask.png) as Bitmap. Leave the Map Channel to default at 1 for this one. You will be using the same UV info from the custom UVs to mask the custom UV area.&lt;/P&gt;
&lt;P&gt;-Go back to your Wood texture's Bitmap Coordinates to adjust your tiling size. "Use Real-World Scale" does not work with Unwrap UVW modifiers even if you have this option checked. So, it makes no difference whether you have it checked or not. Just remember that your scene unit equals 1.0 UV tile unit. If youre using Centimeters, then 1 Cm width = 1 U Tile, etc. You can also adjust the tiling by apply UVW Xform and adjust the UV tile settings and make sure its Map Channel matches the tiling texture's Map channel.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;You should at this point have the left side showing the custom texture, and the right side showing tiled texture that you can always change. Even if you somehow collapsed your model, you should be able to access your UV info again by applying Unwrap UVW again. When you have mutilpe UV channels, you have to select your polys first, then apply Unwrap, choose the Map Channel and choose "Abandon"&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;C) Multiple-Tile method (Easiest and simplest)&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&lt;A href="http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm" target="_blank"&gt;http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I hope this isn't too confusing and hope that it helps. If you have additional questions, please feel free to post them.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 29 Sep 2014 14:32:05 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302083#M19969</guid>
      <dc:creator>ekahennequet</dc:creator>
      <dc:date>2014-09-29T14:32:05Z</dc:date>
    </item>
    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302545#M19970</link>
      <description>&lt;P&gt;I believe the method 2 will be what I want.&lt;/P&gt;&lt;P&gt;While still a step to goal&lt;/P&gt;&lt;P&gt;&lt;IMG border="0" align="center" src="https://forums.autodesk.com/t5/image/serverpage/image-id/128261i0B0FF9FDD7959C77/image-size/original?v=mpbl-1&amp;amp;px=-1" title="2014-09-27_151633.png" alt="2014-09-27_151633.png" /&gt;&lt;IMG border="0" align="center" src="https://forums.autodesk.com/t5/image/serverpage/image-id/128259i9979707C80F45193/image-size/original?v=mpbl-1&amp;amp;px=-1" title="2014-09-27_151502.png" alt="2014-09-27_151502.png" /&gt;&lt;IMG border="0" align="center" src="https://forums.autodesk.com/t5/image/serverpage/image-id/128257iAA6EADB243AF6EDF/image-size/original?v=mpbl-1&amp;amp;px=-1" title="2014-09-27_151559.png" alt="2014-09-27_151559.png" /&gt;&lt;/P&gt;&lt;P&gt;This first layer map 7 will be the texture I want to tile&lt;/P&gt;&lt;P&gt;I set the offset as u=1 and v=1 so that it should appear in the right top of u=0,v=0 ,that is the uv I selected on the image,&lt;/P&gt;&lt;P&gt;while it does not&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I search more on google and I find a tutorial&lt;/P&gt;&lt;P&gt;&lt;A target="_blank" href="http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm"&gt;http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm&lt;/A&gt;&lt;/P&gt;&lt;P&gt;I find both the texture can be shown on the uv editor,&lt;/P&gt;&lt;P&gt;but for me, only the texture of u=0,v=u is shown(and it still tiling in the uv editor&amp;nbsp;),&lt;/P&gt;&lt;P&gt;and the texture for tiling is not&lt;/P&gt;&lt;P&gt;are there some setting I have missed?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Sorry for many question.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Sat, 27 Sep 2014 07:34:02 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302545#M19970</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2014-09-27T07:34:02Z</dc:date>
    </item>
    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302609#M19971</link>
      <description>&lt;P&gt;I find that I have success(I believe),&lt;/P&gt;&lt;P&gt;but just the result are not shown in real time&lt;/P&gt;&lt;P&gt;What should I do so that the uveditor can show the both map(with tile if it can)&lt;/P&gt;&lt;P&gt;and also both the texturing result on the working scene?&lt;/P&gt;&lt;P&gt;&lt;IMG border="0" align="center" src="https://forums.autodesk.com/t5/image/serverpage/image-id/128287i6CA9D3599EB5C2E4/image-size/original?v=mpbl-1&amp;amp;px=-1" title="2014-09-27_175156.png" alt="2014-09-27_175156.png" /&gt;&lt;/P&gt;</description>
      <pubDate>Sat, 27 Sep 2014 09:54:48 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302609#M19971</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2014-09-27T09:54:48Z</dc:date>
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    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302921#M19972</link>
      <description>Hi. I am not in front of Max today, but I'll have a look at the UV Editor tomorrow and confirm what I think. As far as I know, you cannot display two different textures in UV Editor. You can toggle between the two textures in the drop-down menu in the texture list, but not both at the same time. Neil's tutorial is a good one, and I recommend it to many users who have questions on multiple UV tiles. However, the example Neil is showing is not the actual screen from 3ds Max. He is demonstrating how multiple tiles can work.&lt;BR /&gt;&lt;BR /&gt;In any case, I'm glad you got it to work. Looks like you will have no problem with what you're trying to achieve. Good luck.</description>
      <pubDate>Sat, 27 Sep 2014 19:29:30 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5302921#M19972</guid>
      <dc:creator>ekahennequet</dc:creator>
      <dc:date>2014-09-27T19:29:30Z</dc:date>
    </item>
    <item>
      <title>Re: tile using unwrap uvw</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5304873#M19973</link>
      <description>&lt;P&gt;Hi. As I expected, you can only display one Map per UV display. However, if you have a Composite Map with Mask, it will display two different textures, but only as a Composite Map. You will not be able to view two different textures per quadrant as you would like. You can toggle the texture list as I mentioned in my previous post.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;IMG src="https://forums.autodesk.com/t5/image/serverpage/image-id/128591i955A7459BE629AEF/image-size/original?v=mpbl-1&amp;amp;px=-1" border="0" alt="Texture_List_Toggle.jpg" title="Texture_List_Toggle.jpg" align="middle" /&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 29 Sep 2014 14:29:37 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/tile-using-unwrap-uvw/m-p/5304873#M19973</guid>
      <dc:creator>ekahennequet</dc:creator>
      <dc:date>2014-09-29T14:29:37Z</dc:date>
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