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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Seamless Texturing for walls and floors


DayTimer ( ) posted Tue, 27 April 2004 at 3:01 AM ยท edited Sun, 28 July 2024 at 4:38 PM

The tutorial is not quite what I am looking for...I may have not been clear...I really didn't describe it properly..that is my fault....I need some help on making/using tileable textures such as walls and floors that have the appearance of the proper scale in relation to its surroundings...e.g. the seamless textures that are found on the web do not look right when I apply them to the square prop to simulate a wall or floor..it looks stretched...I am missing a step as how to attain the proper looking scale for things like a brick or stone masonry wall or floors that have regular/irregular patterns.. Thx


Little_Dragon ( ) posted Tue, 27 April 2004 at 3:38 AM

Poser 5: Change the U_Scale and V_Scale values in the texture's 2D image node to tile the texture repeatedly across a material's surface. Poser 4/Artist/Pro Pack: Use UVMapper to rescale the object's UV-coordinates, or repeat the texture manually in a paint program like Photoshop or Paint Shop Pro.



EnglishBob ( ) posted Tue, 27 April 2004 at 5:19 AM

Attached Link: http://www.morphography.uk.vu/uvtiling.html

Here's how to do tiled remapping in UVMapper.


igohigh ( ) posted Tue, 27 April 2004 at 2:26 PM

With UVMapperPro you can specify the UV tiled specs with great degree of flexibility by selecting the section you want tiled then click SELECT->ASSIGN UVs and specify the U cordinate and V cordinate separatly. You could even have a square and assign each side a different number of tiles or have it tile 2x3 or 2x4 or even 1.999x3.333.


maclean ( ) posted Tue, 27 April 2004 at 2:40 PM

'such as walls and floors that have the appearance of the proper scale in relation to its surroundings' Tiled textures may sound like the answer to everything, but they're really not. I know this from hard experience. When I made my Room Creator packs, I ended up using very large textures for the walls and floor, because nothing else worked. The problem is that if an object uses tiled mapping, the texture MUST be of equal lightness/darkness across it's entire size, otherwise you'll see differences when it's tiled. And you can almost always spot tiled textures anyway. There's always some misalignment where the edges meet. mac


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