View Full Version : Paul Steed Texturing problem.
Frankyc 09-07-2003, 09:08 PM I have a huge problem i urgently need help with.
Im trying to texture a model the Paul Steed method from his book how to model a low polygon character for a game.
In the texturing section he explains that he applys another edit mesh modifier on top of the original mesh. Arranges the elements of the mesh to get a good planar mapping, this is by detactching faces and rotating them, sometimes welding vertices together and scaling areas out like the nose areas of models.
The he applies a texture, that he made using texporter then applies a UVW map. He then applies a Unwrap UVW map to lock the UVs in place. Finally he turns off the 2nd edit mesh modifier so the mesh snaps back into its original position and the uvs stay in place.
I can't get this to work on my models, can anyone please explain to me what i'm doing wrong, or if anyones had this problem before?? The only thing i can think of is the different version max im using, Im using max 5, and he probably used max 3/4.
If anyones interested in helping me solve this problem i'll post the file.
Many many thanks
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I know this isn't what you want to hear - but that should work fine...
Try it on something simple like four boxes - attach them into one mesh, then apply and edit mesh modifier, move the boxes around - map them with UVWMap, apply the UVunwrap - then ditch the edit mesh modifier... If it's still not working, then something is awry...
Jennbot
09-09-2003, 03:15 AM
Sometimes the problem may be that you have an editable poly instead of editable mesh at your base level. If that is the problem then just collapse down to an editable mesh before you add the second edit mesh.
Another problem is that you could have sub-object selections on the first edit mesh.
Which part is not working exactly? Can you post it?
Good Luck!
Frankyc
09-09-2003, 06:28 PM
Aj 23 suggested that the problem was with the vertex count not being the same after i detatch elements of the mesh. As there aren't enough number of vertices the UVs won't match up.
However, when I tried it was a basic box i managed to get it to work. The number of vertices changed from 8 to 24 (I think) and it still worked for me. Even though the number of vertices trebbled...
I will try to post the file later.
Jennbot
09-09-2003, 08:00 PM
yeah, the number of verts shouldn't be a problem unless you delete them. If you weld them that should not make a difference.
Frankyc
09-09-2003, 08:11 PM
The file with the x wing in and the file with the map in can be found here :
http://dynamic6.gamespy.com/~rol/forum/showthread.php?s=&postid=464#post464
many thanks.
Jennbot
09-09-2003, 08:46 PM
first get rid of the sub-object selection in the editable mesh. Then for some reason I turned off UVW Mapping as well as your second edit mesh and it worked. hope that helps.
Frankyc
09-09-2003, 09:46 PM
I couldn't get it to work.
Jennbot
09-09-2003, 10:21 PM
Did you get the one i emailed to you? That one should be working.
Frankyc
09-09-2003, 10:43 PM
I did get your email thanks. But i couldn't open your attatchment as my Outlook epxress is behaving weirdly at the moment. I replied though and asked you to email to another account.
Many thanks.
Frankyc
09-17-2003, 07:24 PM
I still can't do it. Doesn't anybody on here know how to do it or what i am doing wrong? Am i describing my problem badly?
Many thanks.
You might look at a max script
called 'chilliskinner'. A google search
will take you to his page. The tutorial
that describes what the script does
might be of some value to you.
Once you've created your mesh
you apply the edit mesh to it then
you can only move around faces.
You didn't do any welds or face
deletions did you?
Jennbot
09-20-2003, 07:37 PM
I have used the steed method hundreds of times and it usually works well. I am not sure why yours is messed up. I would try to start over and make sure that when you apply the second edit mesh you don't have a sub-object selection still on the base mesh. (in the one you have up there is a polygon sub-object selection) Also, I would try not to rotate vertices, just move them. and make sure you don't delete any faces. Also, for clarity when you post the model for help I would put some kind of temporary scribble of a map up instead of just the wireframe so it is easier to look at.
Other artists at my company would occaisionally have that problem so sometimes we would test it after just doing one small bit and using a different texture map, just to make sure it was working before unwrapping the whole thing and creating a map.
Anyway, good luck. Hope it works out.
pearl3d
06-20-2004, 12:06 PM
my friend frank hope this works now ....
do u have any problem with that ?
rob-beddall
09-13-2004, 08:36 AM
hey!!
i had the same problem with the steed method just.
getting rid of the sub-object selection at the bottom of the stack seems to work. ( incase anybody else reads this post.
thanks guys
cheers!!
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