3ds Max Modeling :: How To Put Brick Texture On Wall
Dec 1, 2013
i performed a proboolean on a wall, put the windows and door aec objects in and evertthing,.. i m tyring to put some brick texture on the wall. but the pro boolean deeestrooooys my uvs, and i cant do anything, cant unwrap can put a box uv modifier nothing looks good.. is there any remedy to this??? should i have used pro cutter or regular boolean?? is there a certain setting i should have used?? is there anyway to cut out the shapes for the windows and the doors without loosing my uv integrity?????
My house is a red brick house that has had a white wash applied to the brick. (Those that don't know, this is like very thin white paint, or stain for brick. It gives a white look to it.) Anyway, I'm considering getting rid of the white wash (by use of pressure wahser) and would like to see what it will look like with the fresh red brick look.
I have a shot of the existing house (posted below) and a shot of the area where the white wash was removed. I now want to apply this "clean brick" to the "washed brick" to view the entire house.
Due to the brick not having a consistent color or texture, changing this in PhotoShop has become difficult. My only thought is to create a new texture or brush based off of a portion of the new brick. Then to select and apply that to all of the old bricks. Obvioulsy selecting all of the old bricks is another problem of its own.
The file upload manager seems to not be working for this forum. I'll try to upload later. For time being, imagine replacing a painted brick with a plain brick.
I want to make a wall with some relief.. I dont want it to look flat or anything, but with some depth between the bricks. Its from a 3d view so it would not look nice if it were flat. I dont know how to get this effect though..and moreso..I have some graffiti brushes for the wall that need the same kinda brick relief effect (cause its sprayed on the bricks of course.. is there any way to create this as a style, brush, pattern or whatever...?
ive tried some wall brushes, but they dont give that feeling of depth..
I know how to add components horizontally to a wall like brick in the front and air space, etc. My question is how to have bottom 2 feet of wall to be of one material and the top of another material.
When I draw a brick wall in the north-south or west-east direction, the pattern is at 45 degrees, but when I draw a wall at any other angle, the pattern is still at 45 degrees but not relative to the brick wall.
I want to make metallic text in pse7 (free w/win7) and I am in way over my head (ok fine, it's not all that hard). I don't understand 120 text angle, and what the heck is rasterize?
Is there anyway to create a gap in AEC extended wall in 3ds max. I know to create a gap while using doors and windows. But I wish to create a gap without any doors or windows. I do not want to use proboolean also, because I need the properties of Walls too.
Is there any modifier to create proboolean? Can we create a curved wall using AEC extended wall?
I was wondering if there is a way to cut out geometry using a texture map.
So lets say you have a quad thats uv mapped. you apply a black texture with a white dot in the middle. Is there a way to cut that circle out using a method that just aproximates the shape?
I would be using this for complex stuff. I understand its a crazy question but I figured no harm in asking. The only thing I know to do is to apply the texture and then in the viewport just hand cut. But its a lot of stuff to cut so i'm open to any shortcuts and tips.
I have a model, pre-rigged and textured, in FBX format, that I'm importing into 3ds max. Here is the problem:
The model is an angel-like character, with wings. The wings are a single texture, and the model didn't import with transparency, so the wings look solid, instead of with transparency between the feathers.
There was no alpha map included with the model, and I need to make the wing texture include transparency for the open parts.
How, in 3ds Max 2014, do you create transparency in a texture without a separate alpha map? All I have is the diffuse map.
Is it possible to subdivide a mesh by using a grey scale image?
Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit Home Computer -BBC Electron with tape player and a copy of creepy cave
I've unwrapped the uvs and am correcting the texture on a model. The model is essentially a building facade on a plane. The plane has a single large texture of the facade applied to it and that works fine. But I'd like to use another texture for a small area. I went to uvw unwrap> faces, and selected the area. Then I applied proj>planar map with x axis, turned off plane map and went into the UV editor and loaded up the new texture from "pick texture". The uv editor shows it fine. I make the adjustemnts and then leave the uv editor but it's not applying the nex texture in that area, instead it's applying thw whole facade to that small area.
I'm tryin to create an an elliptical wall. 6" Thick.It needs to go from 48" at one end and lower to 36" as it sweeps around the ellipse. (It's only an arc of the ellipse and not completely closed).
I am having a problem applying a planet surface texture to a geosphere.The problem occurs both with and without UVW mapping and it is the first time I have experienced it.(I'm assuming it is something that has been ticked somewhere that I cannot find)
The planet surface texture is a flat space view map. Usually when I apply images like these to spheres it perfectly wraps however this time it is confining the image to one "corner" of the sphere.
I am currently trying to make a symmetrical texture map for my character.
For example, I want the arms of a character to share the same texture pattern.
But I can't place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesn't match without flip.
If I'm trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order. Am I right ?
Is there a way to reverse the winding order so the UVs match the original half's without physically flipping the UV shell on the U or V.
No matter what changes I make in the UV texture editor, the texture on my model doesn't change (with the colors I put on it until I finalized the UV map, it would be pretty obvious). But nothing happens. Move UVs, Rotate UVs, Scale UVs--does not change the texture on the model.
Am I missing something? This all used to work just fine. Is it a setting change? Is this something caused by brining a Maya2010 file into 2011?
while working in "UV Texture Editor" and i select the shape, i keep getting a warning down at the bottom that says "//Warning: Some items cannot be moved or rotated in the 3D view." how do i disable this warning? earlier, this message wasn't showing up, but i must of pressed something on accident and enabled an option somewhere. The rotation box up in the right hand corner is gone too.
I'm tyring to use the 2d Interactive Placment Tool without success. I can see the red box, I can see the arrow cursor and when I click I see the little arrow and box, but when I use the mmb nothing happens. I've seen a video demo and it works there, but when I try it no joy, very frustrating.
I drew a shape with the bezier tool and filled it in with the planar tool resulting in a shape that the Outliner calls a PlanarTrimmedSurfaceShape - I can see the texture, but it's wonky.
so in the texture editor. as far as i know we can only move the verts around (with F12). we can select edges, to see where they relate on the mesh, but we can't move them. is there any way to move edges of the layout??
I am trying to paint a texture map in detail with Photoshop. the uv map is not ready, or it appears not to be.How do I separate/unwrap these uv's for easy texturing in Photoshop.
I'm trying to assign a jpg file to an eyeball and the file (containing the retina of the eyeball) comes out enlarged, even though it is not supposed to.
I'm using Blinn Material and hypershade to bring that texture to the eyeball, but every single time I try it, it comes out enlarged (see image attached). I've made sure I click on the Planar Mapping key before I try to copy the image onto my eyeball. I've also tried modifying the size of the image on Photoshop but not luck. If it matters, I'm using Windows 7.
create hair strands to use as a texture in 3D modeling, i managed to create the hair texture with shadows and all that stuff but actually my goal is to make that hair strands.
Im having a image of a house with stone bricks and need to adjust these bricks as if thy are painted with grey paint.
Could someone please advice me or direct me to a useful tutorial of how to accomplish something like this. I experimented a lot already but without success.