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TOMMY 3D FREAK
01-06-2003, 04:47 PM
Hi,

Can somebody please help me out?!

I've build this engine and I have problems texturing it. Don't know what to do!!!

I'm pretty used to working with uvw-mapping, but i just started using uvw-unwrap.

I've inserted a picture.

Please give me a hint or whatever, so I can finish this model!

http://www.cgtalk.com/images/cgtalk/example.jpg

megaflaizer
01-06-2003, 06:55 PM
...cylindrical mapping...?

:beer:

TOMMY 3D FREAK
01-06-2003, 07:18 PM
thanks for the re, but I was more thinking in terms of the shadertype, how to make the diffuse maps, and create a real metallic look, thnx anyway. Oh, by the way: cilindrical mapping is not an option because I want to have lots of detail and the map gets distorted when applying cilindrical mapping to my mesh

vertigo
01-06-2003, 07:31 PM
Maybe Sub-/Multi-object with different Map Channels?

vertigo

jeb
01-06-2003, 08:06 PM
i think procedural will work for you this time. i made one rust material once that looked kinda cool.

jeb
01-06-2003, 08:10 PM
hope it gives you an idea. youll need brazilthe material (http://www.3dartisan.net/~jb/rust.zip)

TOMMY 3D FREAK
01-06-2003, 09:55 PM
thanks a lot, i'll post you a pic when I'm done, vertigo!!!

Null_Object
01-06-2003, 10:03 PM
If you have any ?'s about UV unwrap I am willing to help if your going to go that route.

megaflaizer
01-06-2003, 10:22 PM
sorry for the wise crack. i was unable to resist

seriously now, try anisotrpoic mats. ull like them for engines.

in the max sample scenes, thers a rocket hip that looks almost liek your engine. its by frank delise [sic?] i think youll liek it.

TOMMY 3D FREAK
01-07-2003, 07:20 AM
Originally posted by Null_Object
If you have any ?'s about UV unwrap I am willing to help if your going to go that route.

Well, first of all, thanks for the offer.

I'm really stuck with the uv-unwrapping. Should I applie a uvw-map-mod first and then applie an uv-unwrap-mod? Or should I Applie different mat-id's to the poly's and then unwrap them individually? I can't seem to figure it out correctly. HELP!?!?!

Null_Object
01-07-2003, 04:58 PM
Your going to want to apply a UV modifier first to let max know if your going planar, cylinderical.....with your map. Quite frankly without doing a UV mod first you wouldn't be able to see the map on the obj so you alwayz want to have one of those on.

If your going to apply different maps or a considerable amount of maps on this obj then your going to want to assign each a mat ID. This makes it easier for when you go to UV unwrap instead of trying to manually find the mesh your looking for to map you can select by ID's.

To set ID's go back to your edit mesh in your stack select polys and start selecting what portion of the ship you want per ID. When this is done bring down your Modifiers and select Material out of the mod stack. ID's are listed in numerals. Select what ever numeral you want depending on how many ID's you plan on having. Lets say if you plan on having 10 then I would go from 10 to 1 and likewise.

It also helps if you change the modifier name after you apply it to a mesh. You can do this after applying while right clicking on the name above the opitons in the modifier list. Repeat these steps for however many ID's you want starting by assigning another UV map. If you want you can also collapse the stack and restart from there for every new ID you want to assign. ( Hope I presented this clearly)

To make your space engine easier to map your going to want to flatten the polys. Go up in your stack back to the UV unwrap and click on the edit button. This will bring up your entire obj mesh. As you can see at the lower buttom All ID's is currently selected. By clicking on the scroll down arrow you will notice that all your ID's that you assigned earlier is on this drop down list. Makes alot easier to be able to pick from different parts of you obj to map than having to do it all jumbled together.

Next we want to flatten the image to prepare it for mapping. Which I suspect your going to do this in an outside prog. Your going to want to go up to Mapping its on the tool bar at the top. Select flatten image . Leave all settings as is. Wait for 3dmax to work its magic and wala. Your meshes in there corresponding ID's are now flattened and ready to be mapped. I just do a print screen from my key board past into Photoshop drop the opacity create a new layer under this one and texture under the mesh.

I hope this works.

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