Problem With Texturing

Ok, I have a wall of bricks which also has windows.

I have a large picture file of bricks that I'm using to texture this thing, and because the bricks have to remain at a scale that is true-to-life (very accurate in terms of their size in real life), I can't distort them or make them a nice size that will ensure that they fit together well.

So I have this large (400x10x.06) cube for the wall... I was figuring I could line the edges up with the windows, split the vertices in the wall that surround the window (so that the shader doesn't shade something that looks round) and then push the face that covers the window in and delete the face... leaving only the ledge or whatever that forms the cavity that houses the window (the windows are not even with the surface of the wall... they're pushed in 18 inches).

At any rate, that's not incredibly important... that's the way I plan to tackle it, but that's not what I'm having a problem with. My problem is that when I move the edges to make them line up with the windows, it drags the UVs along with those edges, and it distorts my texture. Here is a picture: http://www.nicetaco.com/sbbs/files/221.JPG ... distortion of the texture is obvious... in this particular screenshot, the windows are even with the wall, but that's because I pushed the wall back to show what I was doing. As I said before, the windows are recessed.

How can I make this work? Am I even going about this in the correct way to begin with???

I don't think that I can do something like using multiple cubes for the job, since the textures wouldn't line up if I were to do that... if I tried to make them line up, it would require that I do the UVs by hand for every window to make sure that the texture carried over onto the next cube. This is a very large wall, and I don't think this is practical, which is why I'm trying the technique that I described above.

just select all planar faces you wish to texture with the bricks then go to poly textures (i think that's the menu) and planar projection, then manipulate the projection till you get the desired results (oh and of course apply your brick texture to it once you've done the projection)... i hope that's what you're asking for

QUOTE(RenanKabuto @ 05/29/06, 12:22 AM) [snapback]238448[/snapback]
just select all planar faces you wish to texture with the bricks then go to poly textures (i think that's the menu) and planar projection, then manipulate the projection till you get the desired results (oh and of course apply your brick texture to it once you've done the projection)... i hope that's what you're asking for

I wasn't able to get this to work correctly. It still distorts the texture. Worse, is that I get "Warning: Some items cannot be moved in the 3d view.", and while it allows me to move the UVs within the UV Texture Editor, those updates do not translate over into the scene.

I don't understand what's going on... I was able to have the UVs update the texture in my scene when I did the Polygon Texturing tutorial that's within maya, but I can't get it to work with my scene. I obviously don't understand UVs very well.

I just want to have the UV mesh to be a scalar of the vertices and also have the texture retain its shape. I don't understand why that's so hard to do.

project your uv map and take a uv snapshot

take the snapshot to photoshop and do your textures based on the uv snapshot

connect the new texture to a color input of a material

and apply to wall

QUOTE(maguilakindafunky @ 05/31/06, 04:59 AM) [snapback]238642[/snapback]
project your uv map and take a uv snapshot

take the snapshot to photoshop and do your textures based on the uv snapshot

connect the new texture to a color input of a material

and apply to wall

Ok, thank you. I've not used a UV snapshop before, but this sounds like it will work, since I'll be scaling my texture in relation to the UVs.

I'm going to go try that now, but I posted some pics of the problem that I'm having:

Near the top, you can see the obvious distortion: http://www.nicetaco.com/sbbs/files/228.JPG

The problem is that my UV map is very uniform. Instead of matching up against the vertices map, it's all equidistant based on whatever calculation it does to ensure that it stays within the 0 to 1 range.

This is a little diagram of what I'm attempting to do (have the UV set match the vertices set, and retain the texture aspect ratio): http://www.nicetaco.com/sbbs/files/227.JPG

But I'll go run off and try that UV snapshot method.

planar projection should work perfectly, you should see a kind of wireframe plain that shows you how it is projecting. You have to make sure it is facing the right way by using rotation then make sure the projection scale values for x and y are equal. There is no reason this wouldn't work...

QUOTE(RenanKabuto @ 05/31/06, 02:05 PM) [snapback]238699[/snapback]
planar projection should work perfectly, you should see a kind of wireframe plain that shows you how it is projecting. You have to make sure it is facing the right way by using rotation then make sure the projection scale values for x and y are equal. There is no reason this wouldn't work...

Ok... I created a cube, reset the settings, moved some edges around to test it, loaded the texture, and did a planar mapping after I reset the settings on that as well, and it worked.

I must've had a setting set incorrectly... this whole UV thing is just a little too complex for me to totally understand right now. I knew this should've been easy to do, but I had something messed up, so I couldn't understand what was going wrong... I think I'm gunna order a Gnomon DVD about UVs.

At any rate, thanks for the help (insisting that I was screwing something up )!