disanti
15-07-2007 08:54:52
Hello,
I've 3d modeled a massive twisty turny self-intersecting cave level for my game, and found that the best way to UV map it was to use the 3ds max per-face UV mapping. Unfortunately, I soon found out that tangents generated from the UV coordinates are terribly ugly. I tested this by re-UV mapping with the box setting which gives me perfect tangents but nasty seams in my cave.
I'd like to know if there is a way to easily/quickly fix the UV coordinates on my cave so that it will export proper tangent vectors?
I programmed a small tool to take the second set of UVs from a mesh and use those to generate tangents while retaining the original UVs, but it didn't work.
So my options are re-UV map the entire cave manually (trying to avoid that at any and all costs), or find a way around this entirely.
Any suggestions would be great. This cave is an extremely complex mesh that I'm trying to repeat a texture over without any seams at all. I wish there was a way to tell max to just follow the tunnel and UV map that way but of course no one is going to program that, ever.
Thanks.
p.s. I didn't know exactly where to post this, but since I'm exporting with oFusion, I'm guessing this area is appropriate?
I've 3d modeled a massive twisty turny self-intersecting cave level for my game, and found that the best way to UV map it was to use the 3ds max per-face UV mapping. Unfortunately, I soon found out that tangents generated from the UV coordinates are terribly ugly. I tested this by re-UV mapping with the box setting which gives me perfect tangents but nasty seams in my cave.
I'd like to know if there is a way to easily/quickly fix the UV coordinates on my cave so that it will export proper tangent vectors?
I programmed a small tool to take the second set of UVs from a mesh and use those to generate tangents while retaining the original UVs, but it didn't work.
So my options are re-UV map the entire cave manually (trying to avoid that at any and all costs), or find a way around this entirely.
Any suggestions would be great. This cave is an extremely complex mesh that I'm trying to repeat a texture over without any seams at all. I wish there was a way to tell max to just follow the tunnel and UV map that way but of course no one is going to program that, ever.
Thanks.
p.s. I didn't know exactly where to post this, but since I'm exporting with oFusion, I'm guessing this area is appropriate?