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#16
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I started to write up a step by step for the method but thought you may as well look at this as it pretty useful:
http://www.oman3d.com/tutorials/3ds/texture_stealth/ The only difference I could see after a quick scan of the tut is that your faces might not be separated into different smoothing groups for easy selection, therefore you would need to select them individually by clicking on the cross next to unwrap uvw in the modify panel, clicking on 'select faces' then choosing the faces you want. when you get to the point when it says..."If you are making your own model and texture from scratch you would have to copy this image and paste it in your image editing software dont do that, this is when texporter comes into play (you could copy and paste it but texporter gives a much more accurate result), its found in the utilities tab on the command panel and the setting allow you to render the laid out faces into various file formats and sizes so you cant paint over it with the texture you desire. Any problems, post back and Ill try to help in more depth. Hope this helps, Im not at my 'Max' PC at the mo so couldnt really be any more detailed, Michael |
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#17
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thanks for the tutorial, it's cleared a lot of confusion up, but it doesn't explain how to use the tesporter feature.
I followed it down to where you pointed out, but once I got there, I didn't know what to do with texporter. |
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#18
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No probs, Ill do you a little more detailed one on texporter tonight (my time, i.e. in about 6hrs or so)
just so I dont send you down the wrong path completely (as Ive got max 7 with a plug in and I know you have 8 where it is bundled with max), is the texporter function in the utilities tab on the command panel? Michael |
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#19
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yeah, it's v.8
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#20
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Hi Again you need to use unwrap UVW on the model first.
make sure 'select element' at the bottom of the Edit window is checked (if you maximise this window these tools at the bottom are lost until you restore the window again so try to work with it in restored mode) Hope this helps once again any problems let me know Michael Im exhausted after that! |
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#21
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Ive been playing a bit more after watching another tutorial and found that when you are selecting the faces for unwrap UVW you can (instead of clicking 'planar map' just go into the edit window, click the mapping menu at the top, choose normal mapping, then choose box mapping from the drop down list, you might want to select the inside and top of the box in one go, then on the second go select the bottom and sides of the box, other wise the normal mapping might get confused and overlay the faces. This method keeps the proportions exaclty so distortion of the textures is minimal.
Michael |
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#22
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Sorry about the late reply, but I've been busy lately.
I've had several attempts at it, and I seem to keep getting lost along the way. Having said that, I had another attempt at it today, and I think I managed to pull it off. I'm not that happy with the outcome though, it's all distorted, it's probably something I did, or didn't do. I'll have another crack at it later, I haven't fully got the hang of it yet, so a few more attempts might clear things up a little. Thanks for the help so far. |
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#23
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After doing some more experimenting, I think I've finally got it.
The first try I did didn't work out that well because I didn't fo it totally correctly, I just tried it again and it turned out pretty much how I wanted it. Thanks again for the help. |
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#24
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like wat was told before tho, since you are using 3d max 8, you technically have no use for textporter, cuz the stuff it does is basically already integrated into the 3d max 8 interface, you just need to know how to use it
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#25
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very nice pictures
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| Viewing: Tutorialized Forums > 3D Graphics > Bryce 3D > mapping/skinning an object |
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