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Old 11-04-2015, 10:43 AM   #1
3dnuts
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Question Q's about applying textures planar style

My very first post here, hope this is the right forum...

If you have a very simple model, say a cardboard box, where each face is to have a slightly different texture applied; such as different colours, what is the difference between editing each polygon (face) individually planar style and applying a UV map?
In other words, instead of creating a bitmap comprising 6 faces and applying that to the box via UV mapping, why not have 6 individual bitmaps for each colour?
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Old 12-04-2015, 11:45 AM   #2
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Hi 3dnuts, I didn't quite understand your question, but I'll try to answer it.

You can edit each polygon and assign a matID so you get a different colour. Since you're talking about a box, it's the only object that has different matID assigned to each polygon already by default. Get a multi/sub-object material and you're done with different colours

If you're applying a specific textures, you would want to map them somehow. If you are going to do it via UVW map it's going to get messy real quick, since you'll have a modifier stack like so
edit poly
UVW map
Poly select (or edit poly)
UVW map
Poly select (or edit poly)
UVW map
Poly select (or edit poly)
UVW map
Poly select (or edit poly)
UVW map
Poly select (or edit poly)
UVW map
Poly select (or edit poly)
Box

So you see to map each polygon you need to tell UVW map where to go, and that will make a mess of things in the modifier stack and your ability to modify it all.

Last choice is to use Unwrap UVW, with a box it's super easy and prepare a texture after you render UVW to a jpg as a template for texture preparation in Photoshop or other software of your choice
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Old 12-04-2015, 03:45 PM   #3
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Sorry you didn't understand my question, maybe I didn't word it correctly. I'll put it another way here.
What I ultimately want to know is, must you use UVW mapping for applying bitmaps to objects/models intended for games or can you apply them planar fashion?
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Old 12-04-2015, 09:02 PM   #4
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As far as my knowledge goes every model must know his UVW coordinates within a model, the fashion of applying that information is irrelevant but it must have it in order for it to work. So both ways are ok if that information stays within the model
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Greatrocneasta-3DT! Thank you:
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Old 13-04-2015, 01:08 AM   #5
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Quote:
Originally Posted by rocneasta-3DT View Post
As far as my knowledge goes every model must know his UVW coordinates within a model, the fashion of applying that information is irrelevant but it must have it in order for it to work. So both ways are ok if that information stays within the model
Ok, that's really useful, thanks So applying bitmaps planar style is ok as long as the coordinate info is available in the scene or file, great!
I use 3ds Max which by default applies materials planar style, and I'm assuming the coordinate info is applied automatically.
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Old 13-04-2015, 11:36 PM   #6
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I would rather do it via UVW map and then collapse the stack into edit poly so it retains the UVW information
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Old 14-04-2015, 05:11 AM   #7
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I would rather do it via UVW map and then collapse the stack into edit poly so it retains the UVW information
Why is applying textures via UVW mapping preferable to applying planar fashion? I accept that some materials don't apply well planar style, but you can always look for an alternative that will. I've seen some UVW maps and they're almost as complex as the model itself and so presumably time consuming. This is what puts me off UVW mapping.
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Old 14-04-2015, 08:07 AM   #8
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Time consumption puts off everyone when it comes to UVW, but you could do just a UVW map with a planar projection but be sure to add an edit poly above it and collapse the stack to edit poly. That will write the information to edit poly. The same principle goes for Unwrap UVW.

I use this approach a lot when it comes to low poly - then Unwrap with a low poly count, then add edit poly, collapse (in another incremental saved file) and then add a turbosmooth and add unwrap which knows the way he was done even though I've added supporting edges and turbosmooth.

I then tweak the final details in the Unwrap and I'm done
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Old 14-04-2015, 05:45 PM   #9
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UVing is a good practice to get in to and it will only get harder from a box, and will generally be required for games. You can procedural map but with more advanced engines even "crates and barrels" are more than 6 sided cubes and will likely require a uv map. You may want to look in to learning 3D coat or some other uv maping software if the tools in Max (or Maya) are a bit overwhelming.
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Old 14-04-2015, 06:10 PM   #10
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Just to follow up on Kaiune on programs that allow you to add texture and to pain on 3D models freely, without a need for unwrap (although a proper unwrap helps a lot)
3DCoat
Bodypaint
Mudbox
Mari
Substance Painter
etc

Ofc there are other solutions and plugins for unwraping that aren't the ones out of the box in Max/Maya etc
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Old 14-02-2016, 02:06 PM   #11
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Have you tried to create a multi-sub map and each face is given a different ID?
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