View Full Version : Mirror textures?
Kyoske
01-21-2009, 01:39 PM
I haven't had a chance to spend much time in max for the last few months. The joys of finishing college.
Can any one point me in the right direction on info regarding mirroring textures? A tutorial of sorts would be nice. i haven't been able to find much. But i thought i would start here.
Thanks
Kyoske
mwgrafx
01-21-2009, 01:46 PM
Save file. Delete half of symeterical model. Unwrap. Symerty modifier the mesh. Should mirror the uv's. Hope that helps
Kyoske
01-21-2009, 01:48 PM
Simple as that, wonderful.
thanks.
AchmedtheSnake
01-21-2009, 05:51 PM
- note - will work with plain diffuse textures, but for normal maps on a symmetrical mirrored char/prop you need to have both a supported software and shader (.cgfx file) to support mirrored normal maps...i think
in max it just .fx files, the standard shaders don't like mirrored uvs and normalmaps but benclowards normalmapshader and other usermade shaders handle those problems
Kickflipkid687
01-21-2009, 08:32 PM
Well for normal maps mirrored you want to do the offset by 1 UV square I believe.
janus
01-22-2009, 12:50 AM
Well for normal maps mirrored you want to do the offset by 1 UV square I believe.
link (http://dashdotslash.net/Mudbox2k9/QUICKSTART-MaxMirroredUVs.mov)
I coverd it in the video in the link above as part of the QuickStart series. Bare in mind though that although mudbox handles uv's outside of 0,1 space, zbrush doesn't very well.
Wayne...
mr_ace
01-22-2009, 07:42 AM
i use mirrored uv's with max all the time and i've never had a normal map error at all...
mwgrafx
01-22-2009, 08:56 AM
@mr_ace - same here.
AchmedtheSnake
01-22-2009, 05:58 PM
hmmmm.. i've always been using benclowards shaders, and have NEVER been able to get mirroring to work - which is more a result of using 3dsmax 7 than the shaders
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