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   Sijun Forums Forum Index >> Archive : Sep99 - Dec00
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Author   Topic : "Vebjorn, I need help with 3D MAX2......"
Axl
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Joined: 11 Mar 2000
Posts: 411
Location: London, England

PostPosted: Tue Sep 12, 2000 10:00 am     Reply with quote
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
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Joined: 20 Feb 2000
Posts: 228
Location: Las Vegas, NV

PostPosted: Tue Sep 12, 2000 10:15 am     Reply with quote
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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Gamingvault.com

[This message has been edited by Farwalker (edited September 12, 2000).]
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Frost
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Joined: 12 Jan 2000
Posts: 2662
Location: Montr�al, Canada

PostPosted: Tue Sep 12, 2000 12:43 pm     Reply with quote
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
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Joined: 10 Mar 2000
Posts: 317
Location: oslo

PostPosted: Tue Sep 12, 2000 1:28 pm     Reply with quote
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
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Joined: 09 Feb 2000
Posts: 152
Location: brisbane QLD Australia

PostPosted: Tue Sep 12, 2000 5:55 pm     Reply with quote
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
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Joined: 10 Aug 2000
Posts: 16
Location: San Diego, CA, USA

PostPosted: Wed Sep 13, 2000 7:27 am     Reply with quote
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
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Joined: 18 Jan 2000
Posts: 1332
Location: Norway

PostPosted: Wed Sep 13, 2000 8:03 am     Reply with quote


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
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Joined: 11 Mar 2000
Posts: 411
Location: London, England

PostPosted: Wed Sep 13, 2000 9:13 am     Reply with quote
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
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Joined: 18 Jan 2000
Posts: 1332
Location: Norway

PostPosted: Wed Sep 13, 2000 12:44 pm     Reply with quote

Axl, I've updated my page with a realtime character tutorial me and micke have made this week.

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anticz
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Joined: 08 May 2000
Posts: 285
Location: San Diego, CA, USA

PostPosted: Wed Sep 13, 2000 2:58 pm     Reply with quote
Complete tutorial here.
http://www.anticz.com/texture.htm

Hope it helps. Have fun.
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