When a texture (bit-mapped) image is brought into modo, and is too large for the mesh (let’s say a wood grain that is way too big for a box), one way to resize it is to scale the UV map up in the UV Editor. But, if it is necessary to scale the map so it extends well beyond the boundaries of the UV grid, is that acceptable, typically, or is there some other–better–way of resizing it while maintaining the necessary detail in the map? In other words, I assume one could resize the map in Photoshop by making it much smaller, for instance, but won’t that cause it to drop detail?
What is the best way to resize a texture map?
Tags: Q&A







Duh….Senior citizen moment.
I knew about the Wrap function. I’ve used it for years in Maya. But for some reason, I have always thought of it as nothing more than a quick work-around for >properly< resizing an image map….Well now I can use it and still feel good about myself :-)
Thanks.
Hey Bob!
The easiest way is to use the somewhat-counter-intuitive horizontal and vertical ‘wrap’ properties in the Locator. The name ‘Wrap’ doesn’t communicate its purpose, but it’s actually intended for exactly your situation: set the H. Wrap to 1.0 (the default), and the map extends across the UV space exactly ONE time. Set it to 2.0, and your map will tile TWICE across the UV space, effectively cutting its size in half. Set it to 16, and your texture will be 1/16th it’s original size. Make sense?
Adam