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How do I stop textures from repeating?

How do I stop textures from repeating?

Anonymous
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18 Replies
Message 1 of 19

How do I stop textures from repeating?

Anonymous
Not applicable

This, I assume may seem like a stupid amateur question but how do I stop THIS: 

https://imgur.com/e3nE5se

 

The texture just repeats the whole "sheet" on every aspect of the model.

 

I haven't edited the texture to what I want yet but it doesn't matter right now since even if I did it would just do that annoying nonsense and repeat the whole sheet on every part of the model, how do I prevent this?

 

(for reference this is what I want the object to look like: https://imgur.com/a/BDDi9ws )

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Accepted solutions (1)
13,930 Views
18 Replies
Replies (18)
Message 2 of 19

irishman_team_kilber
Mentor
Mentor

how did you add the texture? did you use edit UVW unwrap or did you just UVW map it and you tiled it in U and V?

 

this thread should be in the 3ds Max Shading, Lighting and Rendering  https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/bd-p/area-b30

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Message 3 of 19

Anonymous
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So i'm new at this, but I used "unwrap UV" and tried to apply the texture from the materials menu.

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Message 4 of 19

irishman_team_kilber
Mentor
Mentor

 

When on, scales the bitmap texture to the values specified by Width and Height. You can adjust these settings to scale and reproportion the bitmap texture in relation to the texture coordinates. This scaling doesn't affect the bitmap in the material, but only as viewed in the editor.

Tip: When working with large textures, reduce the bitmap size for faster feedback. And when working with disproportionate textures, setting the dimensions closer to each other in the editor can make it easier to work.

Tiles

The number of times the texture image is repeated, counting outward in eight directions (the four corners and the four sides).

 

example With Tiles=1, the result is a 3 x 3 grid. With Tiles=2, the result is a 5 x 5 grid, and so on.

You can toggle the tiling feature with the Tile Bitmap checkbox, described below.

 

 

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Message 5 of 19

Anonymous
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Having trouble with this, all that is done in the UVW unwrap stuff, yes?

 

Also quick question, its okay for me to pack the UVs right? because I can't really tell what I'm editing without doing that.

 

Maybe i'm totally illiterate with this stuff but Its still doing this: https://imgur.com/f9d4NVj

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Message 6 of 19

Anonymous
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So far nothing i'm doing is working, what am I doing wrong?

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Message 7 of 19

Anonymous
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You need to learn the basic of texturing and UVs first. There is no single click or step that can do what you need.

I would suggest some practise with some basic tutorials as this one:

https://forums.autodesk.com/t5/3ds-max-modeling/bd-p/area-b26

It has several videos

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Message 8 of 19

Anonymous
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I'm not asking for a "quick" or "easy" step, i'm asking for assistance, telling me to "learn things" is not helpful in any way shape or form.

 

I'm having a specific problem that's blocking me from doing ANYTHING further.

 

And keep in mind that I've ALREADY looked at several tutorials and NONE of them address this issue even once.

 

not to mention the model i'm making IS my tutorial.

Message 9 of 19

Anonymous
Not applicable

From I can see in your image is the logical result of assigning a material with single bitmap in a full complex model with UVs (regardless if those UVs are correct or no)

If you want more precision in the answer would be better if you provide the model. And if you are doing a tutorial (a sequence of steps designed to teach you)  also a link to the tutorial. The best tutorials for 3d are video tutorials. 

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Message 10 of 19

Anonymous
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My tutorial is just making something , a pretty simple object, I've already looked at a bunch of videos and links, which got me this far but hasn't helped with the texture issue.

 

Here's my model from 3ds max 9: 

 

https://www.dropbox.com/s/o3wuwm84igw6g09/Operator%20ship%20tutorial.max?dl=0

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Message 11 of 19

Anonymous
Not applicable
Accepted solution

I think you have mentioned 3ds Max 9. I strongly recommend to use a recent version of Max as that is from 2006. 

 

Supposing you want a single material then a single texture should content all the textures of the model. Other options are possible.

 

 

Geometry: It has the typical problem of trying to create a model based only in primitives; it has lots of intersections of geometry and internal faces. This can create a very inefficient UV as most of the texture will go hidden and it is difficult to internal areas. Also makes difficult to do the texture in Photoshop as it is difficult to know what parts are shown or hidden. My recommendation is to use more a geometry based in modelling rather than only a combination of primitives. It is not a problem to use primitives as starting point.

image.png

UVs: All UVs are overlapping in the same area. They are not packed. This is the main reason for your tiling problem but not the only one. My recommendation is to UV correctly the object and pack it.image.png

This is an example of being packed (only an example, not necessarily correct UVs). But then you would need to do the correct textures in photoshop  or a 3d painting program and also you need solve the primitive problem pointed above.

image.png

I have pointed the problems but solve them would take several pages of text as the problems involve many steps  affecting multiple areas.

After checking the file my recommendation is yet to stick with a video tutorial and follow step to step, for example the chest tutorial that I sent that also includes the modelling part. 

 

 

 

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Message 12 of 19

Anonymous
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"I think you have mentioned 3ds Max 9. I strongly recommend to use a recent version of Max as that is from 2006. "

 

Unfortunately I can't, I can only use this one for what I want to do eventually (create models for old games like Empire At War, StarCraft 2 etc.)

 

#1 Hmm, I did try packing the UVs (like the bottom image) but it still tiled wrong 😕

 

#2 I did do video tutorials (as i've said previously), but its not translating to me making my own stuff which is the point.

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Message 13 of 19

Anonymous
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#1 Hmm, I did try packing the UVs (like the bottom image) but it still tiled wrong 😕

  • The file you sent to me started with a edit mesh, when it should be an edit poly (more flexible). Then it had a face subobject active, that would create a selection mask for the modifiers above. The modifiers above don't add or modify the UVs in any way because that as they are being masked. The only UVs available are in the base geometry, that is the screenshot I sent. Also adding a cylindrical UV modifier in the model, the one present, would not add anything useful to the model.

 

#2 I did do video tutorials (as i've said previously), but its not translating to me making my own stuff which is the point.

  • I understand. But 3ds Max is not an easy program. Going slower will make you quicker. As now stand that geometry is not adequate for games and not prepared for UVs.
  • Be sure that if I was able to give you the steps to do it correctly in a reasonable length I would do it. But any step to step guide would take too long.
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Message 14 of 19

Anonymous
Not applicable

#1 Okay, I'll try to mess around with that a bit and see if I can make some progress on this.

 

#2 I'm not trying to go fast or anything, i'm just saying that since I have looked at dozens of tutorials over the course of two weeks , none of them even ran into this problem. (Remember, those tutorials are how I got as far as I have to begin with, which is why I had to resort to asking for help.) 

 

Fast is the exact opposite of what's been going on so far, minus my 4 day vacation from the PC, I've been at this since Early August.

 

"Be sure that if I was able to give you the steps to do it correctly in a reasonable length I would do it. But any step to step guide would take too long."

 

Fair enough.

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Message 15 of 19

Anonymous
Not applicable

But your problem is not that the Textures are tiling. The problem is that the model has no proper Uvs and that the geometry of the model will not make easy to UV it.  You need to avoid a geometry that has so many intersections and use then use the UV editor with the correct pack. After that the texture needs to be edited in photoshop or a 3d paint program based in the resulting UV layout. Those are the steps, but they are composed of multiple smaller ones.

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Message 16 of 19

Anonymous
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I know how to edit textures I just need that nonsense to stop happening.

 

So for simplicity's sake so I don't blow my head off in frustration, what is the easiest way to make that Object of mine without resorting to primitives, because I'm beginning to lose patience with this stuff after weeks of 0 progress on this.

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Message 17 of 19

Anonymous
Not applicable

Oh that's fun.

 

I like how I got it to render right exactly ONE time and then suddenly its going back to being the same old issue for no apparent reason.

 

Edited by
Discussion_Admin

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Message 18 of 19

Anonymous
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Hi ! 

 

I have exactly the same problem, have you found the solution ?

 

Thanks !

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Message 19 of 19

Anonymous
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@Anonymous wrote:

Hi ! 

 

I have exactly the same problem, have you found the solution ?

 

Thanks !


The solution was provided by @Anonymous .

 

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