Listed in: | 3D Studio MAX |
Date: | 2000-03-10 |
Author: | ali |
22:22 | MajorClod: | OK, when you UVW map, you must first select the polys you want to map. Then do a UVW map modifier, and make sure it is set to planar. Face just maps the BMP indiviually to each face, basically like tiling. |
22:22 | BurnRubr: | how i select the polys |
22:23 | BurnRubr: | as only see options to select a face or edge to map |
22:24 | MajorClod: | All you have to do is make sure there is an edit mesh, modifier there. In the subobject button menu it will have vertex, edge and face, make sure it is on face, then click each face individually to select it, holding control all the time so that you dont deselect any others |
22:24 | BurnRubr: | yep get that |
22:25 | BurnRubr: | square box poloygon that what i need |
22:25 | BurnRubr: | under edit face |
22:26 | MajorClod: | Umm, just wait, I'll get into max |
22:26 | MajorClod: | yep the one in the middle of the two others |
22:27 | BurnRubr: | then go uvm |
22:27 | MajorClod: | yep, once you've selected them |
22:27 | BurnRubr: | gizmo |
22:27 | BurnRubr: | planner mapping |
22:28 | MajorClod: | yep |
22:28 | BurnRubr: | acquire to get bmp |
22:28 | MajorClod: | make sure all you're views are set to solid + highlights in the views, vieport config |
22:28 | BurnRubr: | mean bit map fit |
22:29 | BurnRubr: | to get bmp |
22:29 | MajorClod: | have you got you're BMP as a material in the material editor? |
22:29 | BurnRubr: | not yet |
22:29 | BurnRubr: | but can you get it in edit uv mode |
22:29 | MajorClod: | no |
22:30 | MajorClod: | you have to apply the material to the model |
22:30 | BurnRubr: | oh how come it asks you to selct image |
22:30 | BurnRubr: | select image with bitmap fit |
22:30 | BurnRubr: | or that for something different |
22:30 | MajorClod: | thats just so It can resize the yellow UVW map box to the BMP's size, you don't want that |
22:31 | MajorClod: | go into the material editor, in tools |
22:31 | BurnRubr: | done that |
22:31 | MajorClod: | get one of the existing materials, click the little box next to the diffuse slot |
22:31 | BurnRubr: | got some bark on the model now |
22:31 | BurnRubr: | but mapped all over and not on the one side |
22:32 | MajorClod: | we fix that later |
22:32 | MajorClod: | are you in a new material? |
22:32 | BurnRubr: | it auto placed bark over entire model |
22:33 | BurnRubr: | and i can only change on the side i selcect the size of bark |
22:33 | MajorClod: | get a new material, just one with a plain colour, and apply it to the model |
22:34 | BurnRubr: | material editor I got bark and selected that |
22:34 | MajorClod: | it has to be a .bmp in you're cars revolt dir |
22:35 | BurnRubr: | i know i just testing with default jpg material to test things |
22:36 | MajorClod: | Ok then, but with the UVW map its easier if you've got a template to work from, like a cars bmp |
22:36 | BurnRubr: | ok |
22:36 | BurnRubr: | i just trying to learn the right steps to follow just now |
22:37 | MajorClod: | Ok then |
22:37 | BurnRubr: | how to i go back to select another poly and put a new texture on that |
22:37 | MajorClod: | after you've finished with the first UVW map, make a new edit mesh modifier, |
22:38 | MajorClod: | it helps if you hide the poly's you have already mapped |
22:38 | MajorClod: | so you don't click on them again |
22:38 | BurnRubr: | how you hide |
22:38 | BurnRubr: | do i just select editable mesh again in modifier stack ? |
22:39 | MajorClod: | no |
22:39 | MajorClod: | wait a sec |
22:39 | BurnRubr: | ok |
22:40 | MajorClod: | do you have edit mesh in the buttons list where you get UVW map? |
22:40 | BurnRubr: | got editable mesh there |
22:41 | MajorClod: | click the "more" button, then scroll down till you find edit mesh |
22:43 | BurnRubr: | ok got it |
22:43 | MajorClod: | now, go into the face part again, and mapped you're faces should be already selected |
22:43 | MajorClod: | scroll down until you find hide button |
22:44 | BurnRubr: | cant find face part again |
22:45 | MajorClod: | in the sub-object thing, in the edit mesh modifier, where vertex and edge are |
22:46 | MajorClod: | Oh yeah, what prog do you use for your NFS conversions? |
22:47 | BurnRubr: | not find hide |
22:47 | BurnRubr: | you need car cad |
22:47 | BurnRubr: | and edit the car before exporting as 3ds file |
22:47 | BurnRubr: | then you got to rexture the car |
22:48 | BurnRubr: | ans no mapping is saved with 3ds export |
22:49 | MajorClod: | you should have one box with the triangle, the square and the cube, then after that extrude, then tessellate, then explode, the after that about 7 buttons, hide is second from the bottom |
22:52 | BurnRubr: | cant find hide still but will look later |
22:52 | BurnRubr: | well that what i was doing worng i think not selecting square poly thing |
22:52 | MajorClod: | ok then, in the edit mesh, select some other polys, then UVW map them, using planar, and keep doing that |
22:53 | MajorClod: | just muck around with the UVW map to get it to line up with the .bmp textures |
22:53 | BurnRubr: | can you just use that crop image thing to select the bit of bmp that i need |
22:55 | MajorClod: | Umm, I don't know, but all I do is select the gizmo button thing, nomally where the vertex, edge and face thing is, then move that around in the x y or z views |
22:55 | MajorClod: | and resize the box, etc. Just practice |
22:56 | BurnRubr: | Major Clod just showed me what i doing wrong in max |
22:56 | BurnRubr: | Thanks for that Major Clod |
22:56 | BurnRubr: | one thing i was missing was not selecting that square poly thing |
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