Fit your texture on your car – 3DS Max tutorial

I have seen that some people are confused when they need to create a texture and the texture it doesn’t fit on all parts. So, here are some things that you need to know. In the first image you have the empty template.


I have noticed that many people tried to fit the texture from the hood, with that one from the fenders and they did something like this :
Let’s say that they want to fit a line (I have made it transparent for a better explaination), they did it like this :


They had this result :


I am explaining you what you need to do in order to have a good result. So, these 2 vertices are connected :


This means that, in order to match the texture, we should do something like this :


Why ? Hmmm, I wil try to explain in a manner that everybody will understand.
On upper part on the fender, the line stops in a spot. That spot is that intsersection between the 3 edges. Also, that spot is also visible on the top view of the fender and the texture needs to continue from the same spot.

Example :
– on the side view of the fender, in the upper part of the fender, the stripe ends at the second vertex


– We need to apply the same rule on the top view of the fender. The texture needs to continue from the second vertex :


Aslo, let’s take a look on the other side of our blue stripe. And as we can see, it won’t fit and on the top side , it will be thinner. Here you can see why :


So, as reference we will take these 2 vertices, or spots :


On the side view : We will start to check what’s the distance between the vertex and the limit of the stripe


As you can see, there are 25 pixels
On the top view :


So, now I guess that its clear for you that we need to increase the width of the stripe (on the top view) until we will have 25 pixels between the spot and the limit of the stripe :


And here you have the result :). I hope that this small article helped you .


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