Topic: to UVMAP or not. To MAX or not. (texturing)  (Read 1343 times)

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Mackie

  • Guest
to UVMAP or not. To MAX or not. (texturing)
« on: August 03, 2003, 08:25:28 pm »
so, what are your weapons of choice on teh field of texturing?
ive been looking at mapping a bit and it really doesnt seem to fit how i want to do it.

this question goes specially to Sandman and Anduril...  

Captain KoraH

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #1 on: August 04, 2003, 01:05:20 am »
While I'm not very good at it yet, texturing in Max is relatively easy, but time consuming, especially if your model is high poly. There is a great tutorial out there for texturing with Max done by Noah Wallace and Heavens Eagle.  

kobosh

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #2 on: August 04, 2003, 04:57:15 am »
i use a maxscript for maken uvmaps of my models, it's called chiliskinner. it make life so much easier!!! just do a search for it & i bet the texturing will go a lot smoother  

anduril

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #3 on: August 04, 2003, 07:15:11 am »
I just use the uvmapping functions of Max.  I'm too old to learn new tricks.  I've gotten pretty adept at it and the mapping part doesn't take long which leaves me more time to texture.  Now if I could only get life to give me more time.

Chiliskinner is here.   Chiliskinner

I've heard it's makes mapping easier.  When I first took a look at it I was pretty new to this and it was all greek to me.  I should probably revisit it but....eh.  Old dog new tricks....

sandman69247

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #4 on: August 04, 2003, 09:53:22 pm »
I just use the UVMAP and UNWRAP UVW's modifiers. I tried chili but it was too hard. There's another one called texporter that's supposed to be good also. Texporter

 

Mackie

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #5 on: August 05, 2003, 12:58:32 am »
*reads* hm, interesting.

for me, the texturing its self isnt difficult, only the part of getting maps/uvs done.

sandman69247

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #6 on: August 05, 2003, 10:16:20 am »
Pataflafla did up a tutorial on how to get accurate mapping done for templates. I'll dig it up and send to you mackie...pretty simple once you do it; makes wonder how come you didn't think of it, lol.

 

Heavens_Eagle

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #7 on: August 05, 2003, 06:21:43 pm »
Another thing is if you can understand how to project from a flat plain, cylinder, or some other shape that Max uses for UV mapping to the shape that your mapping too, it can make creating the textures fairly easy.
My first ship was basically a sphere. When I textured it I used a cylinder to do the mapping.  This actually made it fairly easy to create the textures.  I only used the cylinder up to a point on the side.  This made the squared up and down lines follow the curvature nicely up to that point.  The top and bottom were other textures for what amounted to the poles.

Once you have a good grasp on how an odd shaped texture can be warped to fit a model and look great, it can make a world of difference.  

manitoba

  • Guest
Re: to UVMAP or not. To MAX or not. (texturing)
« Reply #8 on: August 05, 2003, 06:25:17 pm »
hell i get luckey sometimes i click a button and somehow it works sometimes. LMAO  still figuring things out. damn yardsale ppl didnt have the book for my copy of 3dsmax4.