Which is the better way to me put the textures of the street of a city?
Which is the better way to me to the UV Map?
Need a help…
This is a little vague… which ways were you considering?
Texture atlas maybe?
Think the standard way to do it is to take a tileable Texture which covers a few meters of the street like this
then you would just project it on a plane or a very flat rectangle…
For a city, best make the atlas first and then do the model, then select the faces for e.g. the walls and move the UV coords so they look like walls, next the street etc.
sorry for my silliness, but i don’t know how make an atlas (texture atlas) here is a picture of what i could do on 3DS Max
I did this uv map, mapping with splines, but it dont work on the jme
@naas said: Think the standard way to do it is to take a tileable Texture which covers a few meters of the street like this![]()
then you would just project it on a plane or a very flat rectangle…
naas, i couldn’t just project ant tile the texture of the street because of the shape of the road…
@normen said: For a city, best make the atlas *first* and then do the model, then select the faces for e.g. the walls and move the UV coords so they look like walls, next the street etc.
normen, I think i understood what you want to say…
But what is the better way to organize the uv mapping???
I think now is a litle bit clear what i wanted to know.
Thx 4 all.
You create the atlas in e,g, photoshop by combining the images you will need, then you assign it as texture for the model. Idk how it works in max, in blender I can have a view with the model and one with the texture overlaid with all vertices and their UV positions. Its quite a mess at first but when you select a few faces on the model you see these faces and vertices light up on the texture as well and can move them around. This way you select all faces and move their texture coords so they hsow the right texture.
yeah, I got it.
But the streets u think is possible to adjust the faces on the texture? i’ll try it.
PS.: in max the uv map works the same way as blender.
PPS.: i was thinking to render the city on top view, take just the streets and apply as a texture, but this will be a giant texture…
I think you didn’t quite understand… As I said, just select street faces and move their texture coords to the street part of your atlas.
Yes i understood, but for example, if i have a long face that is too big for the street part, i’ll have to slice this face? or make a bigger part for the street on my texture atlas?
Slicing it will make most sense yeah, those few added vertices won’t be too bad and make the least performance loss.
Hahaha
Right, trying it…
Thanks for all.
I’ll post the result when i finish.