is there a way to treat multiple faces in 3ds max as one so when you apply textures each face doesnt have a squashed up texture on it? i have searched but have found no easy answers..
I have no idea but the Customization forum guys may help you out <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
One would expect the mnual to answer that one for you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
im not making a model for hl or ns, im making a world in 3ds max, so i can render a sceen in it like a movie. and having the ground texture all scrunched up on each face makes it look really bad. i was hoping someone could tell me how to make more than one surface share the same texture tiling (like the treat faces as one texture option in hammer)
Select all faces you want to align a texture onto (using face/polygon selection).
Add a 'UVW/Map' modifier, and mess around with the gizmo and settings. It's at this point that you should be able to select how the texture should be applied to the selected faces (flat projection, circle, box, sphere, etc).
You can then use 'Unwrap UVW' to see the polygons laid out on a 2D surface for skinning, but probably wouldn't be that useful for you in this instance.
Hope that helps you with your problem...it might be worth trying to gain access to the manual or a form of manual somehow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<edit> Another way would be to make sure 'generate mappign coordinates' is checked when creating your primitive object for the ground, and check the material properties to see that 'face map' (or similar) isn't selected at the top of the material properties. I don't have max here so I can't check this right now, sorry.
When you apply a texture, you can set the tiling. So all you have to do is UVmap the whooooooole ground and then go to your material editor, create/edit the texture you want to assign to have tiling. Just.. play around in the material editor, you'll find it. CBA to go through taking screenshots and stuff. Either that or RTFM and hit F1.
thanks for the info. no it isnt a pirated copy.. lol, i got the 1 year educational license. ill probably end up buying a permenant licence when i get enough money XD
Comments
Select all faces you want to align a texture onto (using face/polygon selection).
Add a 'UVW/Map' modifier, and mess around with the gizmo and settings. It's at this point that you should be able to select how the texture should be applied to the selected faces (flat projection, circle, box, sphere, etc).
You can then use 'Unwrap UVW' to see the polygons laid out on a 2D surface for skinning, but probably wouldn't be that useful for you in this instance.
Hope that helps you with your problem...it might be worth trying to gain access to the manual or a form of manual somehow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<edit>
Another way would be to make sure 'generate mappign coordinates' is checked when creating your primitive object for the ground, and check the material properties to see that 'face map' (or similar) isn't selected at the top of the material properties. I don't have max here so I can't check this right now, sorry.