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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Tiling floors


oranda ( ) posted Thu, 14 February 2002 at 9:25 AM ยท edited Fri, 02 August 2024 at 8:56 AM

Is there a simple way of individually laying floor (or wall tiles for that matter) using poser. I've seen some texture files which are composite images of tiles, but these loose clarity when enlarged and/or difficult to scale uniformly. Will I need to produce a 'one sided' square, texture and lay it. If so is there a way of accurately positioning the tiles I lay - is there some kind of 'lock to grid' which Corel draw uses? I want the tiles to look neat (not like the real tiles I've tried to lay!) I've yet to find uot from the manual how to copy and paste shape - presumably I can also group and ungroup objects like this?


PhilC ( ) posted Thu, 14 February 2002 at 9:36 AM

I would do it this way. In Photoshop, (other programs will I think be similar), Edit/Select All of the tile image. Next Edit/Define Pattern. Now open a new document and use the paint bucket tool set to "pattern" to flood the whole area. By using different sizes of document you can get the scale you require. Save the image and apply it to a flat plane in Poser.

Another good tip to remember is that when laying floor tiles always start at a point furthest from the door :)

philc_agatha_white_on_black.jpg


ockham ( ) posted Thu, 14 February 2002 at 11:00 AM

If you have Propack, take a look at the 'copy prop' script I posted last night. (A few messages down from here.) The method I describe in my second comment (checkerboard) should serve nicely for tiling with Squares.

My python page
My ShareCG freebies


Nance ( ) posted Thu, 14 February 2002 at 9:08 PM

You can create self-tiling surface materials for props using UVMapper Classic. Somewhat tricky for complex shaped meshes, but great for something simple like a wall or floor. Now where's that pesky link... hmmm... had it around here somewhere. Oh well, if interested, search the forum for "tiling" or "tile" and look for a post by Steve Cox.


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