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Modelling a stone wall

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Message 1 of 2
jmgoldst
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Modelling a stone wall

jmgoldst
Explorer
Explorer

Hi. I am modelling a stone wall and just after a bit of advice. An image is attached.

The wall itself doesn't really have grouting like a brick wall. It's just stones layered on top of each other.

I did think about using a texture but then thought actually modelling the wall isn't hard.

I just bevelled the edges of a cube and that became a stone and then i just resized the stones - mainly along the x axis so they are different widths - and layered them side by side and basically duplicated the layer so they sat on top of each other.

 

My issue is with the UVs. Unwrapping every stone is somewhat annoying - but the bigger issue is fitting them into the 0-1 box. 

 

I was going to use substance painter to texture the wall. 

 

I could just overlap the unwrapped stones in the UV box but I did want to apply some realistic features to the wall in substance painter eg. graffiti, and if there are overlapping UVs this is a problem.

 

Advice would be great.

 

Thx.

 

 

 

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Modelling a stone wall

Hi. I am modelling a stone wall and just after a bit of advice. An image is attached.

The wall itself doesn't really have grouting like a brick wall. It's just stones layered on top of each other.

I did think about using a texture but then thought actually modelling the wall isn't hard.

I just bevelled the edges of a cube and that became a stone and then i just resized the stones - mainly along the x axis so they are different widths - and layered them side by side and basically duplicated the layer so they sat on top of each other.

 

My issue is with the UVs. Unwrapping every stone is somewhat annoying - but the bigger issue is fitting them into the 0-1 box. 

 

I was going to use substance painter to texture the wall. 

 

I could just overlap the unwrapped stones in the UV box but I did want to apply some realistic features to the wall in substance painter eg. graffiti, and if there are overlapping UVs this is a problem.

 

Advice would be great.

 

Thx.

 

 

 

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Message 2 of 2
Fovvl
in reply to: jmgoldst

Fovvl
Advocate
Advocate

Hi,

 

here are some of my thoughts...

 

for the wall, its usually used a texture for Bump, displacement or normal mapping. But if you want to model it, ok. If you just resize your model you could prepared the UVs on the first one and then copy or trasfer attributes later, but if you deform them in one axis you would have to correct the UVs anyway.

 

If you want to use one texture without overlapping, you can use more then 0 to -1 the other squares in UV map are just a copy of the same texture, the 0-1 is just U1V1 so you can use as much space as you want, but again substance painter makes texture suits individualy and you would have to pretty much make original texture for every brick.


Its also possible to make tha wall as one  box, divide it and extrude the brick out of it, then you will have to paint just one object, the wall as a whole.

 

 

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Hi,

 

here are some of my thoughts...

 

for the wall, its usually used a texture for Bump, displacement or normal mapping. But if you want to model it, ok. If you just resize your model you could prepared the UVs on the first one and then copy or trasfer attributes later, but if you deform them in one axis you would have to correct the UVs anyway.

 

If you want to use one texture without overlapping, you can use more then 0 to -1 the other squares in UV map are just a copy of the same texture, the 0-1 is just U1V1 so you can use as much space as you want, but again substance painter makes texture suits individualy and you would have to pretty much make original texture for every brick.


Its also possible to make tha wall as one  box, divide it and extrude the brick out of it, then you will have to paint just one object, the wall as a whole.

 

 

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