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  #1  
Old March 14th, 2007, 04:27 PM
AcId_exe AcId_exe is offline
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Cool Approach texturing problem!

First I would like to say that when I registered this forum my first questions where some thing like: How to make or move the box. Or where similar questions, and after hours spent on this forum and nights spent on my PC I finally haw the knowledge to make some thing like this!, I now it's not finished, but there is one problem that I cant resolve on my own, I know now how to make high polygon object and tune up exactly how I want, the thing I do not now is how to apply really good texture, now just to understand me!, I now how to make those craft, metallic and now all about maps and parameters,but the thing that eludes me is how to make a really good complex textures, when I built the engines I want to apply several textures to it, so I use the render to texture option, it give me some good results but not what I want, it was to complex to work with it, than I use a box planer and the results haw bean beater, now is there some way to make 1 green field out of 2 that MAX makes on its own!, the idea is to merge all the little parts in the big one so I could beater understand where each part goes!, or is there some beater approach to this problem "just don't say to me that I must select every polygon and than give a ID, because there are over 13 000 polygons in these scene"

You can see my work here

http://www.geocities.com/jf3donly/second/Picture1.jpg
http://www.geocities.com/jf3donly/second/Picture2.jpg
http://www.geocities.com/jf3donly/second/Picture3.jpg

And this is my problem!,

http://www.geocities.com/jf3donly/second/Picture4.jpg

I hope you understand why I say, PUZZLE So in the short , you now how you make same really good model and than use a texporter to make maps, when I use Render to texture or any other UVW my textures are really complex to understand!, its like I haw to resolve a puzzle!, these peace goes here...or is not!, I thing that my problem is in approach of this problem, so....any kind of help would rely

OH YEA NEW SITE IS COOL
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Old March 18th, 2007, 02:24 PM
Drew Drew is offline
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here gose ..

in your uv editor use pack uv's

export from txporter or screen shot the uv

import to pshop
make new layer
colour say grey if you model is mainly grey
copy uv layer (move to top)
colour select > the black and delete
alter the brightnees and conrast till the mesh is all black use this as multipy layer and lock it
then just start to paint you texture on your grey layer
then save as jpg or bmp
apply texture and it should fit your uvw map / unwrap / texporter if not just adjust it
if you leave pshop open you can edit the texture and save it and just go back into material in max and reload the texture

this way you can see the results as you make the texture in photoshop ...

have fun

Drew

oh P.S. you might want to hide the mesh layer in pshop when you save
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