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Creating a simple object in GMax video tutorial

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What are the advantages for UV Mapping like you did, compared to the "Planer map" method?
 

arno

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Hi,

You mean the way I used the UVW Box mapping instead of Planar? Or do you mean using the Unwrap instead of UVW Planar?

For the UVW Mapping I end up using the Box mapping most of the time as a good starting point. In some conditions Planar would also work fine, but it depends a bit on the set of polygons you have selected. The best advice is to get familiar with all the options and use the one that fits your situation best.

The Unwrap mapping on the other hand, gives more control to position each vertex exactly where you want.
 
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newzealand
Sorry, I meant the Unwrap UVW

The way I learnt to texture was to 'unwrap uvw' > select face > then click the 'planar map' button > then the 'edit...' button to define what part of the texture is used on the face.

See this tutorial for my way for texturing:
Here

Just wondering if there is any advantage (with performance etc) to texturing the way you do, or is it just a preference?

You seem to have to take some extra steps, like selecting the texture each time.
 

arno

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Hi,

That selecting the texture everytime is because the FSX gamepack forces you to do that.

So compared to the tutorial from Robin you mention I am mainly skipping steps (like select face, etc). I guess I am just a little lazy sometimes :), but in the end there are always multiple ways to do things. Just do it the way that works best for you.

For the performance it makes no difference at all how you set the texture mapping.
 
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I assume from Arno's video that the way he does it overcomes the problems caused by shared vertices in Unwrap UVW -- my tutorial overcomes this in a different way, by simply making each face planar.

His technique is very suitable for objects with a well-designed texture covering just one object -- see how well it fits when applying a default box map -- but most of my textures cover a lot more objects, and are not as neatly arranged.

So whereas he Unwraps each face at the subobject level, I'd rather do it at the object level -- that way I only need to 'load' the texture into the Unwrap UVW window once. It would drive me balmy having to do that so many times...
 
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