Modular texturing in MAX?

I’m looking for any and all resources or tutorials you may have on how to optimize textures to be modular instead of having to unwrap and texture each item with it’s own texture.

the same way that some games will have a 2048x2048 texture plate but have multiple assets using little 512x512 chunks of said map… and here’s the kicker… how to make them tilable (i know how to stitch them all together but when i try and make a map tile, the neighbour texture information is what’s shown.

i know this is a newbish question and as much as i HAVE been using this program for a while, i could never find and/or get the “knack” of how to do it.

can you please help? itwould be awesome if you could!

I think to make them tilable, the objects uvs just have to cover that section of relative space in the texture map and you control the tiling from within the uv modifier or whatever instead of the material, i think? A tiled material would tile the entire texture but tiled uvs should just tile the UV across its seams

I think

It may involve a little hand editing anyways, but rearranging uvs by hand is fun, or maybe you could unwrap a bunch of attached objects then detach them, hmm, this is making me want to go try stuff out

If its just for repeatable modular items, your best bet is to get a good tiling texture that tiles in all directions, and use real world texture size with project maps, you’ll probably still want to bake that texture later on in the modular process tho :wink: for optimizations sake.

To get individual maps, your assigning multiple materials, and using multi-sub object material to contain them all - set this up with your projection mapping on uv 1. Then, using uv 2, you can break the model down into individual chunks and bake that map out, this can give you a good base to paint on, tho from my tests (I’m doing a modular system right now) I’ve decided layering the textures in photoshop over flat color uv’s works better for less quality loss, and more flexibility. It depends what you need tho.