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I can't get my head around this... Please explain to me how do I tile part of a texture while keeping the UV mapping in place in 3dsMax with only 1 map channel?
When I apply a uv map mod on a polygon I can tile it any way I want, but it resets my uv mapping I did using the "unwrap UWV " mod on that single texture and when I drag the uv map to it's original position it resets my tiling. UV mapping is already a giant pain in the ass, I wish they just kept this in 1 interface.

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what do you mean by tiling parts of the texture? UV tiling is not allowed. all coords have to be within 0 and 1 (1 uv tile).

i'm not using 3ds... someone else will probably understand.

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Both of those modifiers do the same thing, so if you add more than one of them then the one higher in the modifier stack will overrule the one lower in the modifier stack. They both tell max how to position a texture onto an object. UVW Maps do it by projecting the texture onto the surface according to a variety of shapes. UV unwrapping is also a uvw map except it does it by explicitly defining which pixels go to which areas of the polygons. 

If you want two polygons to use the same part of the texture, then put those two polygons onto the same part of the texture while unwrapping. As you can see it's easier to tile textures using plain uvw maps. 


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    Both of those modifiers do the same thing, so if you add more than one of them then the one higher in the modifier stack will overrule the one lower in the modifier stack. They both tell max how to position a texture onto an object. UVW Maps do it by projecting the texture onto the surface according to a variety of shapes. UV unwrapping is also a uvw map except it does it by explicitly defining which pixels go to which areas of the polygons. 

    If you want two polygons to use the same part of the texture, then put those two polygons onto the same part of the texture while unwrapping. As you can see it's easier to tile textures using plain uvw maps. 

    What I actually want is one polygon/face to repeatedly use part of my texture, to save polygons, but I guess this is not possible.

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    Thanks AJ3D, that's what I was looking for. I guess that part of the texture needs to stretch from top to bottom? Atleast it's nice to know how to pull it off.


      Edited by Darf  

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    what do you mean by tiling parts of the texture? UV tiling is not allowed. all coords have to be within 0 and 1 (1 uv tile).

    i'm not using 3ds... someone else will probably understand.

    You only need to worry about this for LOD UV's. You can go beyond the 0,1 UV space for the regular model.

    oh! how funny :)

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    Best way to secure a map/unwrap is to collapse your element, then you can change your geometry and unwrap without it resetting. And maybe you already know this option but under preferences you can tile up to 10 times i think...

    Screen%20Shot%2009-22-15%20at%2006.03%20

    Also you can tile both vertically and horizontally in any direction for your base model. That also makes it easier to spread out your polygons and not have them in one big pile where it becomes impossible to select the right one.

    Reason why you get the 0,1 limitation on LODs is because those textures get rendered to one big atlas for a ton of buildings all together, so that will screw up any tiling.

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