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ShortFuseNZ
06-16-2003, 02:23 AM
Why do mine all suck :(.

Im using Max 5's uvw unwrap tools. They always seem either broken into a million peices or in one good chunk but theres little random peices everywhere.

Ive tried all the options such as Flatten Walk To Closest and so on, ive also tried mucking around with the angle threshold.

Any help please ?

Heres what im trying to uvw map.

DracoNB
06-16-2003, 02:52 AM
Try unwrap pieces of it by themselves. Do a select mesh (or poly if u like poly mode) and then select common pieces of the gun. eg one side of the handle. Then apply a uvw map to this and fit it to your selection. Then apply the uvw unwrap and hit edit. Select all the pieces and move them some place out of the way so u can unwrap another section and not worry about overlapping areas. Once you've moved it out of the box, make another mesh / poly select and select another common area. Then repeat the steps above until you've unwrapped all of your model.

Edit: Hit save to quickly oops...

Once you've unwrapped all of it, make it either editable mesh or poly again and apply an unwrap modifier. Now you can resize and move all of the unwrap pieces back into the box area and use texporter to make your texture file.

ShortFuseNZ
06-16-2003, 04:09 AM
Arrrr Thankyou my savour. :applause:

At the moment im unwrapping the front recoil reducer weight, section by section, so i may have some more questions later for yah :p depending on how well i go :thumbsup:

Dave Black
06-16-2003, 04:31 AM
Or you can do that entire long sequence inside of UVWUnwrap. That method is R4. R5 allows you to map all your objects within UVWUnrap. The automatic unwrapping, like flatten and unfold, are to get you going. They are not automatic setups. After you'ver gotten everything all flattened out using one of these tools, you can then begin stiching the peices together, or, conversly, you can select faces in the sub-object level, and add planer maps to these selections with ease.

Give it a try.

And for the love of god, guys, use the new tools the way they are intended.

-3DZ

:D

ShortFuseNZ
06-16-2003, 04:42 AM
Thats what i did 3dZlealot with this skin, its a low poly luger for a BF1942 mod, resized for the forum of course :). Man you must be crazy to do it that way, it took me ages to do this one, mind you its the first ever skin map ive done :)


Also another question, whats the "word" (name) for the method (i think) when you apply a alpha transperant layer to your object but on this layer is like logos or stickers which would go on a car for example.

Dave Black
06-16-2003, 04:52 AM
Are you thinking "decals"? That's the only game term that comes to mind.

And I'm not crazy. If that was your first "skin", then it's no wonder it took you so long. All I'm saying, is that the new method works. Few seem to be able to grasp this. You can still use the old way, but if you ignore new technology, you'l eventually get passed by.

-3DZ

:D

DracoNB
06-16-2003, 06:04 AM
Are u thinking of opacity? Like making the layer above semi transparent so the layer below shows up?

Dave Black
06-16-2003, 06:06 AM
Masking?

ShortFuseNZ
06-16-2003, 10:04 AM
To be honest i have no idea what its called :(

What im after doing is putting a logo onto one of my models while the rest of the model is mapped with materials. So if i texture map the whole thing, photoshop the map, then reapply it, then takes the point away from the materials.

I saw a thread about this about 2 days ago and now i nead it but typically i lost it :(

If you get me

Dave Black
06-16-2003, 01:01 PM
Ahhh. You want to use a blend material, or use a mask or mix map.

You need a B&W map(made in photoshop). Create a new material in Max. Add a mix map to your diffuse slot. Inside the mix map, place your black and white map in the "mask" channel. Now, any pixels that are black will be one channel, and any pixels that are white will be the other. So you can then place your normal diffuse map in one channel and then a map in the other channel with the color information of your logo.

Of course, you can also use a mask map, or a blend material.

The blend material should be sed if you need to use 2 different shaders across one material. That is, for instance, if you want your logo to be gold with high specularity, and want the base material to be your regular diffuse and be matte.

Hope that helped a bit.

-3DZ

:D

clot
06-17-2003, 06:13 AM
I have been using the multi-subobject material assignment to similar planar groups UVW mapping method. While effective, it is fairly time-consuming. I would love to know some of the UVW mapping tricks with MAX5.

Ryno
06-17-2003, 03:23 PM
Zealot's got it right. You can do most of your UV mapping all within Unwrap. You can use the automated solutions to get you in the right direction, or if you just want to use some planar mapping on some pieces, hit the plus button next to Unwrap in the Modifier Stack, turn on Select Face Sub-Object mode, select the faces you want to re-map, and hit the Planar Map button in the Modify Panel.

Of course, you will need to reposition the UV elements, possibly break some apart, weld, move, rotate, scale, etc., to get them aligned right.

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