Taryuji Posted January 12, 2016 Share Posted January 12, 2016 Hi, I've 1 question. I want to create road digital asset. I use sweep to create road and use UV layout to order UV but if I resample curve my UV will error. So I create group odd and even primitive to translate UV but it doesn't work if my texture have arrow. (UV is flip) Orz. So i think if I translate each primitive's UV up +1 (pri1 up1, pri2 up2) . its done but how to do this T T Set Road_v000.hip Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 12, 2016 Share Posted January 12, 2016 the easiest way I can think of, if you have a road without intersections is to resample the curve by the length the texture should be, convert the backbone curve to NURBS (order 2, to keep it the same, or 3 to smooth it) apply a "UV Texture", set to "Rows and columns" and convert the result from that back to polygons. Quote Link to comment Share on other sites More sharing options...
Taryuji Posted January 12, 2016 Author Share Posted January 12, 2016 the easiest way I can think of, if you have a road without intersections is to resample the curve by the length the texture should be, convert the backbone curve to NURBS (order 2, to keep it the same, or 3 to smooth it) apply a "UV Texture", set to "Rows and columns" and convert the result from that back to polygons. Can i see ur file? I follow ur method but its not work (I may be do mistake = =") Thx Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 14, 2016 Share Posted January 14, 2016 Ok, from before, I did that from the top of my head. Things I forgot, you basically have to scale the UVs afterwards, and its the cross section that needs to be NURBS, when using a sweep. tilingUVexample.hipnc Quote Link to comment Share on other sites More sharing options...
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