Material map UV controls

Material map UV controls

Anonymous
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Message 1 of 5

Material map UV controls

Anonymous
Not applicable

Hi!

 

I'm (very) new to Stingray, and I'm trying to map a seamless panoramic image to the inside of a cylinder. I first tried it using decals, but since the default is a box, the decal can't be applied to the interior without also colliding with the exterior wall, at least as far as I can figure out (see image 1 below).

img1.PNG

 

Then I tried it just as a texture, but (although I can set tiling to being the right  size) I can't seem to set my UV coordinates to the bottom of the cylinder, so my image is getting tiled oddly, with the tiling starting near the top of the .bmp file (see image 2 below). Is there a way to change my UV start coordinates for the tiling? I can't seem to figure out how to edit the textcoord starting block in the materials editor.

Img2.PNG

 

Thanks!!!!

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Message 2 of 5

paul.kind
Alumni
Alumni
Accepted solution

You uv's are set in your model.

You should lay this out in maya/mayaLT/max first, then send it over.

 

Paul

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

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Message 3 of 5

Anonymous
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Thanks, Paul!

 

Can I also create a differently-shaped decal volume in Max (rather than the cube) and import to map that way? It seems like the decals are better for file size/performance than materials.

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Message 4 of 5

paul.kind
Alumni
Alumni

well, for a decal yea, the decal system in stingray may or may not be better for your needs.  im not sure exactly as it will depend on your situation.  you can create an additional uv channel and do it there also.

 

there are many ways to skin this cat, which way you want to choose will be dependant on your requirements.

 

paul

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

Please remember to give kudos freely and mark acceptable answers as solved!

PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

Did you know there was a YouTube learning channel for Autodesk Games? New videos are posted regularly with all sorts of content relative to Stingray, Maya/MayaLT, 3DS Max, and other game related tools. Get your game on @ https://www.youtube.com/user/autodeskgameshowtos
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Message 5 of 5

bruno.landry
Autodesk
Autodesk
Accepted solution

Hi Efrie,

if you are using 3dsmax to set the UV, note that the material texture coordinates are currently not supported in Stingray (tiling / offset).

You should add a UVWmap modifier to the object and you can chose from various projection method (in that case you should a cylinder).

You can edit the tiling in the UVWmap, this is supported. (see screenshot)

 

 

______________________________________



Bruno Landry
Product Manager - Autodesk 3ds Max
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