Author Topic: How can I make the UV mapping on this wood floor so the texture isn't stretched?  (Read 1665 times)

2018-12-11, 23:11:28

John.McWaters

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I created this wood floor using the Floor Generator plugin from CG Source. As you can see in the image below, the texture randomly applied to each board is stretch (it's a statuary marble texture).

Is there a way to automatically have the ratio of the UV mapping adjust to the ratio of the texture image if it's not a square? If so, how would I go about applying it to this wood floor editable poly.

I appreciate any help!

2018-12-11, 23:38:18
Reply #1

mferster

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You can use the UVW xform modifier to modify the tiling separate from the maps size and tiling.

Additional note: If you are using  the floor generator and multi texture plugins, you should make your tile/floorboard dimensions the same dimensions as your textures to be accurate. The way it works is that it makes a uvw map the size of each segment.
« Last Edit: 2018-12-11, 23:52:35 by mferster »

2018-12-12, 14:53:25
Reply #2

John.McWaters

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You can use the UVW xform modifier to modify the tiling separate from the maps size and tiling.

Additional note: If you are using  the floor generator and multi texture plugins, you should make your tile/floorboard dimensions the same dimensions as your textures to be accurate. The way it works is that it makes a uvw map the size of each segment.

Thank you for your reply! UVW XForm worked perfectly! As per my last question—I was just seeing if there was a way to override the typical 1.0 x 1.0 UV coordinates that 3DS applies to mapping and instead get an ratio that's based off the proportion of the texture image. For instance, if you had a marble texture that was 1080x2160, the UV mapping would be 1.0 x 2.0 (or would it be 1.0 x 0.5?).

2018-12-12, 17:11:45
Reply #3

mferster

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if you want to generate a uvw map that is the same size of your texture, do this.

1. add the uvw map modifier to your object
2. select your mapping type (probably box or planar)
3. Scroll down to the 'Bitmap Fit' button, click it and select your texture map.

This will automatically change the dimensions of your UVW map to be proportional to your texture image

For instance, if you had a marble texture that was 1080x2160, the UV mapping would be 1.0 x 2.0 (or would it be 1.0 x 0.5?).

No, the UV mapping is 1.0 x 1.0 and is independent of the dimensions of your texture map. if you changed your mapping to  1.0 x 2.0 , the resulting image would be stretched to 1080 x 4320