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A good way to avoid the stretchy effect is to switch to top view, make the viewport large and take a screen grab. Open this up in your paint program and crop the image to the roof section. That gives you your canvas for creating the roof texture as a single texture map with the correct aspect ratio. You may need to clone the texture to fit the aspect, but it's all good practice. Once you are happy, save it out and reapply to the roof. Make sure the UVW map is set to box or planar with no tiling. Apply and you should have a textured roof that doesn't look stretched.
Sorry, I should have been clearer, I was in a hurry to get out of the door...and I thank Jmyers (as always) for explaining it so much clearer than I ever could...He makes a fantastic teacher.
You may want to tone down the brightness a notch...the BAT lighting rig really blows textures out, so you need to compensate for this by making it darker than normal.
Much much better. I see you finally came around to my shade of gray ... And Cal is right. What looks good against the gray/grid background in gmax looks differently in the game. Which by the way is the next thing you should probably do. Take that preview render you just showed us and export it, make it into a prop using the PIM, and then place it on a quick park/test lot. Put a couple of cars on the lot and some sim people. Then start to plop it next to or near other similar buidlings (Deadwoods Servo's, other small shops like SimGoobers car lots and oil change places, Deadwoods Tire changing stores, etc. . . ) What you're doing is making comparisons. Looking at color palette and scale.
Take that preview render you just showed us and export it, make it into a prop using the PIM, and then place it on a quick park/test lot. Put a couple of cars on the lot and some sim people. Then start to plop it next to or near other similar buidlings (Deadwoods Servo's, other small shops like SimGoobers car lots and oil change places, Deadwoods Tire changing stores, etc. . . ) What you're doing is making comparisons. Looking at color palette and scale.
Bobbo - I hate to ask this, but can we get a bigger picture of that? It looks good, but the distance makes it hard to critique properly. Joel