Hello everyone,
Im having a bit of trouble trying to texture a cave system ive been trying to make from this tutorial
This is one of the first times ive messed around with 3d stuff like this and I am having a hard time trying to figure out how to properly setup the polygons so the texture I add in game will look right.
At the minute its all stretched and weird and I havent got a clue where to start trying to fix this.
I uploaded a screenshot of the problem.
That tutorial is very basic aswell and if anyone has any little tips or tricks they could tell me to make it a bit easier I would really appreciate it
You need to apply a uv unwrap or a uvw modifier and unwrap your model so that the model knows how to assign a texture properly. Just look up 3ds max unwrap tutorials on the net.
This is the first thing ive ever really modelled in 3ds max, I have no idea how to get rid of most of the polygons on the outside or how to close it up and then be able to to add things inside in unity
Wow, the first thing I see is that it looks like there are way too many polys. It isn’t that it is too many overall, rather I see the one big area is very concentrated of polys with little topology change, while some of the more curvy parts are less concentrated. So, it is good that you are attempting to reduce the polys.
About getting rid of extra polys, it is generally a process of deleting the faces you don’t want, and adding in faces that are less in number but cover the original area. There likely exists a tool specifically for this in 3dsmax(but I could be wrong). It can also be done manually but that can be tedious. For manual work, it is better to work controlling the poly amounts as you are building it…but that comes with practice, something you currently don’t have yet, but you can easily get with time.
Thanks for the help so literally im stuck with selecting areas and deleting them from the outside?
How do I add faces that cover the area? I got stuck here and I haven’t really worked on it since can see it up to now here https://www.youtube.com/watch?v=_yimdbgRmvI
Ive been working on trying to make it a multiplayer game using the unity network the past couple of weeks but it seems im going to have to start from scratch and rewrite ALL of my code it will be worth it though!
Not to mention that if you’re not creating a flat-ish area for your player to walk you’re probably going to be stuck using a mesh collider and with lots and lots of polys that will not be good (unless you’re able to create a very low poly version with a reasonable fit to use as the reference mesh for your collider).
Not to sure what you mean? How would I make a low poly version from the one I have?
I literally just sat there for a few hours extruding and rotating some of the faces then extruding from that to get the shape
edit:
Just had a cig and re read that, so I make a low poly version, and take the mesh collider from that and replace the mesh collider of the high poly version?
Yes but with something like this it would be more of a science. You would want your low poly to fit as closely as possible with the floor / walking areas (any area where something might collide) otherwise you’d see things floating above the surface when they hit the collider.