Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ShadowGorrath on March 10, 2009, 02:46:27 am

Title: Tile mapping
Post by: ShadowGorrath on March 10, 2009, 02:46:27 am
Can anyone teach me how to do tile mapping in Wings3d, so I can get my models in-game?
Title: Re: Tile mapping
Post by: Water on March 10, 2009, 02:12:35 pm
Can anyone teach me how to do tile mapping in Wings3d, so I can get my models in-game?
Try scaling all the uv islands until they are a lot larger than the uv square. Anything larger than the square should automatically wrap around. (tile)
Title: Re: Tile mapping
Post by: ShadowGorrath on March 10, 2009, 08:07:52 pm
I don't know how to texture at all. So I want to learn how to do tile mapping. Sorry, but didn't understood anything you said :p
Title: Re: Tile mapping
Post by: Water on March 11, 2009, 01:35:34 am
To do tile mapping you will need a basic idea of uv unwraping. Have a look at some Wings 3D unwrap tutorials to get the idea.

Next have a look at some of the ships. The FS low poly ones. Don't touch anything high poly at the beginning.  Cargo pod > Fighter > Cap ship. Take one apart to see how it was done.

With most unwraping you need to keep the uv bits inside the texture square (10242 etc ) But with tile mapping, if you make a uv island four times larger than the texture, it will end up with the texture repeating four times. So for tile texturing it's all about scale and positioning.