View Full Version : Texture Mapping question
javierdl 04-11-2003, 03:37 AM With all the improvements and new stuff in Max5 (specifically for texture mapping) is it redundant to use Texporter? Or does it still make sense to use it?
I guess what I'm asking is: can Max5 export an image file with the flattened cordinates of the model skin so that one can paint on it and then import it back?
Or is this already an obsolete way to go about it?
thanks,
DrPepperCan
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javierdl
04-11-2003, 03:42 AM
I forgot...
And what do you guys think about UV Mapper Pro (http://www.uvmapper.com/uvmapper.htm)?
Is it worth getting it?
Dave Black
04-11-2003, 04:03 AM
I, personally, think that MAX R5's new UVW mapping tools are a major breakthrough, and dare I say, revolutionary(for max).
I don't think there's really any other plugin needed, though texporter still is an integral part of the process.
I think you're doing really well if you have R5 and texporter...
Amazing stuff.
-3DZ
:D
Dave Black
04-11-2003, 04:05 AM
Almost forgot, you really don't need UVmapper Pro...
R5 will do a better job on all fronts.
-3DZ
:D
EricChadwick
04-11-2003, 02:17 PM
There's a texporter-like function integrated into the Unwrap Edit window, but it is not as full-featured. If all you want is a white wire on a black bkg, then Unwrap will do it. I prefer Texporter though, gives me many more options. Besides, the built-in Unwrap bitmap function is hidden, you have to dig around to find it.
One thing I can't do without is Chuggnuts' UnwrapTools. Tons of great Unwrap tools.
http://www.chuggnut.com
javierdl
04-11-2003, 08:35 PM
:thumbsup: Super! Thanks a bunch 3DZealot and Posm for your good advice :)
I feel more confident now on the direction I'm taking.
later,
DrPepperCan
SuperMax
04-12-2003, 10:11 AM
so how does one "Texport" a uvwmap as a jpeg using only Max without any plugins?
:shrug:
I use texporter because thats the only way i know how to do it
yowchuan
04-12-2003, 11:12 AM
What about the "Print Scrn" button?
Texporter is still my preferred way of exporting UVW maps. There are stuffs I can check with Texporter, such as overlapping UVWs and can export into various sizes.
Another way to unwrap mapping coordinates are GhostPainter 2''s Photoshop Plugins that communicate with max.
It also can unwrap the mesh to Photoshop paths, so they are always thin even in zoomed views and you see them while you paint layer masks. (and you don't have to hide paths before saving if you want to see the result in max)
GhostPainter 2 Website (http://www.cebas.com/products/products.asp?UD=10-7888-33-788&PID=5)
Daniel
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