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Topic : "Vebjorn, I need help with 3D MAX2......" |
Axl member
Member # Joined: 11 Mar 2000 Posts: 411 Location: London, England
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Posted: Tue Sep 12, 2000 10:00 am |
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These are some renders of a model I'm currently in the process of completing. The problem I'm having is that I'm having trouble with mapping textures specifically with UV Unwrap.
I've looked at your tutorial and Paul Stead's tutorial at www.loonygames.com and find that when I select the faces that I want to texture and apply the unwrap modifier the selected part of the model isn't unwrapped. If I have to manually unwrap the model how do I do this?
I can apply the textures without the unwrap mod but I want to get the model looking as good as possible.
If you can help me with this problem I would be most grateful.
Thanks.
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Farwalker member
Member # Joined: 20 Feb 2000 Posts: 228 Location: Las Vegas, NV
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Posted: Tue Sep 12, 2000 10:15 am |
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When you have the faces selected are you then applying a planar map to the faces?(or box mapping etc..) Do that before applying a UV unwrap.
Try that...
I am no expert compared to Vebjorn and the others pros on this board, so they can help you more
Good luck Axl!
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[This message has been edited by Farwalker (edited September 12, 2000).] |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Tue Sep 12, 2000 12:43 pm |
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UV Unwrap will 'unwrap' put in a 2d texture plane your UVs represented by the geometry of your mesh. You must first apply UV coordinates in order to use UV Unwrap. First choose the most appropriate mapping method when applying UVs initially, then use UV unwrap to tweak. |
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vebjorn member
Member # Joined: 10 Mar 2000 Posts: 317 Location: oslo
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Posted: Tue Sep 12, 2000 1:28 pm |
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beat me to the answer. Yep, you need a basic uvw map first. But when you get used to unwrap, you can really do some neet tricks with it.
After each face selection and unwrap, collapse the editor stack, or you might get some ugly suprises if it gets to big(and slow)
Also, "edit mesh" is a bit buggy and fucks up unwraps in max3, so "editable mesh" is better. Understand( just happened to me today..I was careless:-(
-Veb |
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amnesia member
Member # Joined: 09 Feb 2000 Posts: 152 Location: brisbane QLD Australia
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Posted: Tue Sep 12, 2000 5:55 pm |
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I use meshselect instead of edit mesh, seems to work okay.
Well in MAX3 anyway. I think meshselect is buggy in 2.
[This message has been edited by amnesia (edited September 12, 2000).] |
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LeperKhan junior member
Member # Joined: 10 Aug 2000 Posts: 16 Location: San Diego, CA, USA
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Posted: Wed Sep 13, 2000 7:27 am |
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Absolutely use meshselect instead of editmesh to select your tris for mapping. Mesh select is far less of a resource hog. Every time you use an edit mesh modifier, MAX creates a "memory-copy" of your entire object, which really bogs down your system.
-L |
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Joachim member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Wed Sep 13, 2000 8:03 am |
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actually, me an micke did a rather long and thorough tutorial about creating realtime characters from the sketch to animation, that will be released as a "hype" for the Project IGI game I will try to put it up on my page tomorrow.
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Axl member
Member # Joined: 11 Mar 2000 Posts: 411 Location: London, England
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Posted: Wed Sep 13, 2000 9:13 am |
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Thanks everyone for your help I'll be able to pump out alot more 3d stuff from now on.
Hopefully the model should be finished quite soon and I'll post the finished renders. |
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Joachim member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Wed Sep 13, 2000 12:44 pm |
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Axl, I've updated my page with a realtime character tutorial me and micke have made this week.
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anticz member
Member # Joined: 08 May 2000 Posts: 285 Location: San Diego, CA, USA
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