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Theta-Dot
05-26-2003, 11:45 PM
Ok, I've looked for the answer to my question around here, but just haven't found it. Maybe I'm stewwwpid.
Anyway

I have a head (done in max 5), which I would like to texture:

http://www.angelfire.com/retro/aught_1/Mudd/DebbieEars.jpg

So What I did, based on what little I read, was get the .obj exporter for max. So I exported the head as an object, loaded it into the UVMapper thing, created a spherical map, and got this:

http://www.angelfire.com/retro/aught_1/Mudd/debmap1.jpg

I thought that's what it's supposed to look like.. but I'm not sure. It seems kinda squished, and I messed with a few of the offset settings in UVMapper, so that's about as even as I can get it... it just doesn't look right though.

Anyway, so I took that map, and started painting on it... Is that what I'm supposed to do? Just use that map and then paint on it? And when you're done painting it, you put it back into max and apply it using a UVW Unwrap modifier? Or do I just use a regular UVW Map set to spherical???

PLEASE HELP. I don't know what else to do. I thought what I was doing was right, but I'm not sure anymore because the flattened map I got out of UVMapper wasn't perfect... and I can't figure out why.

thanks..

=ThetaDot=

leigh
05-27-2003, 12:37 AM
I am moving this to the Max forum, as I think you will get a better response there.

Theta-Dot
05-27-2003, 12:52 AM
You're the boss, boss.

=ThetaDot=

Nikodemus
05-27-2003, 01:46 AM
heh...sorry i cant help but i thought i would say you have gotten farther than i have on trying to make a mesh sheet to ttexture.... i cant figure it out at all :P and all the tuts in the manuals have the texture already made and you just lay the verts on that.. *totally confused*

maybe since i post tho someone will help you out ? :shrug:

Schnupps
05-27-2003, 10:11 AM
Hi, don´t know why you exported as obj, you can do all this in max.

First you apply a uvw mapping to it, you can use differnet mappings, I explain how to use cylindrical.
In uvw map choose cylindrical and click on "fit". Than you put an uvw-unwrap above that and go into edit mode. Now you have to know what the image aspect of you mapping is. To know this is easy:
The hight of the image is the hight of the cylyndrical mapping, the width is 2*pi*radius (which is the width or the length of your mapping).

Now, in the unwrap otions put these numbers (or a multiplied amount of them) in the display preferneces.
Or make a bitmap with this aspect and choose this.

You may edit the uvw´s now for clean uvw mapping (test it with a checker texture with high tilings).

Make a screenshot of the mapping or better use texporter
http://www.cuneytozdas.com/software/ to get your mapping as a layer into PShop or whatever app you are using.
Paint a texture and just use this in the material.

Schnupps

Theta-Dot
05-27-2003, 11:04 AM
damnit! Why couldn't I find an answer like that before? : ) Thank you, I'll have to try all that, it sounds like it will work, and I know how to use texporter so hurray. thanks

=ThetaDot=

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