Hello!It depends on the task and what kind of tile. The easiest way is to make a material with a strong Bump `grout.If the tile is shallow, it will look great, indistinguishable from geometry.If the tile is very cereal, for example from 400 to 400, or just fundamentally need to decompose it with geometry, then there is nothing to invent. Create one tile and, with the help of snap to points, bend as needed. Minutes for 20 any room you will make with a tile, especially if to consider, that the tile is big and it is not much that it is necessary.If, you take a look at poly modeling, it can be even easier to do. Just take a copy of the walls and cut and pull out the tiles on them. This is the most rational and flexible way, but you need skill. The paradox of this method is that the one who makes it to do this does not need a clue😁 And someone who is not strong in polymodelling, even with a hint, can not cope immediately.The strangest, but also working way, is to use one of the special scripts, the layout of tiles, shingles, etc.For example, an interesting script ATiles.Here is a brief description of this script:ATiles script 3ds Max plug-in, for quick creation of tiles, paving floors, brick walls, shingles, fences and other repetitive elements for architectural decoration.But, as in the previous case with cutting geometry, it's impossible to take a nonsense. The properties of the script should be understood.As a summary, if quickly - then bump, if it's good - then cutting the walls on the tile.As they say, choose yourself😁
Here we do not counselors, we do not use this script.
However, such problems can be plug-ins that use in their work different additional modules, so-called 3rdParty programs such as of DirectX , of MSXML , the Visual the C ++ , .NET Framework, . As an option, you need to update or install the latest versions of these programs.
Then maybe it will solve the problem with this plugin😉
Gus_ann, options to decompose such a tile a lot. But I understand that this is usually the optimal option in terms of time. That is, decompose quickly and efficiently.I would have made all the geometry. Texturing in this case - is simpler than simple - for 1 element of the tile you superimpose mapping in the box or planar mode.A good example:Suppose we have a tile with dimensions 400x400 and a small 40x40.Draw their box or ChamferBox, we have the right way.Texturim.For a large tile, I chose this textureTo a large tile I apply UVW Mapping with the type of Mapping.That me it turned out that teksmtura naichnaetsya from the center of the tile. Accordingly, I shift the texture by 50% along the x and y axis (or 200 mm in my case).On a small tile, I do not apply a texture. Just make it dark gray.With texturing everything.Layout of tiles. This is actually even easier than with texturing.We have large tiles tiles offset relative to each other by 400 mm along the X axis and 40 mm along the Y axis.Select the two tiles in the group and apply the tools to the group -> ArrayIn the Array settings, you must specify exactly the offset that we need - 400 mm and 40 mm in one direction or another. In which one, the easiest way to navigate through the preview, for this click on Preview and see what happens in the viewport. The main points to which you should pay attention below in the screenshot:Result:
The easiest way is to specify the option Generate Mapping Coordinates in the Extrude modifier and twist the tiling to the desired size in the material. But this method does not always work, so it will have to be more complicated.If we are talking about tiling only a vertical curved surface, then this is easier done with the help of texturing. This is done by the UVW Unwrap scan tool (modifier). To do this, after using the material of the square tile, first select one of the curvilinear surfaces. Why one, because with one it is easier to work. Apply the UVW Unwrap modifier, open the scan window with the Edit button, go to the sub-cell Face level (button 3). In the window, select all the content and select Unfold Mapping from the Mapping menu and click OK. Without removing the selection, scale the grid in the scan window so that the size of the tile in the viewport is as required. Close the sweep window, convert it to Editable Poly. And so with all the curved surfaces. If you have any questions regarding the use of the described mapping, please ask them in the appropriate discussion of the complex mapping in 3ds Max.But, if you need to revet the surface as in the presented photo, namely, that the top surface is lined up in circles and repeating the rims, then you have to do it manually by models. To do this, you need to make a sample of one tile, for example a complex Primitive Chamfer Box of the right size. After that, start cloning and scrapping it like it really is done, by the piece 🙂To automate the process on different surfaces, you can use different tricks. For example, for a curvilinear surface, you need to tilt one column (in height) of the tiles and then, selecting them all, from the Tools menu select the Spacing Tool and the Pick Path buttons to select the spline you want to curvature. By turning on the Follow option and turning on the Count parameter, to achieve the mosaic spreading across the entire surface. More details about the usage as well as specific questions on Spacing Tools in the discussion of how to use the Spacing Tool.Layer around the curb and just fill the rectilinear surface with a tile you can use the Array tool. How to use it - see above.I want to note that without manual poking in the junction areas it will not do😉
Look in this thread the way that offers Usco , it is just about the layout of bricks, as well as honor the mini-splint from the splint from Denis about the layout of tiles tiles the Max geometry in 3ds 😉