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FPSC Classic Models and Media / modeling question for butterfingers or any other MAYA expert

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Jeremiah
18
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Joined: 9th Sep 2006
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Posted: 20th Sep 2007 21:59 Edited at: 20th Sep 2007 22:06
I have created my model in Maya and have applied the texture;

I choose automatic mapping from the texture section. I then went to a window and opened up the uv texture editor. After first opening I got a white screen with my UV cordinates mapped out.

What I wanting to know is how can I get the uv cordinates to align with the texture I applied to the model itself?

I tried baking, but the uv cordinates didn't line up with the texture.
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 21st Sep 2007 01:58
not to be mean but mods change this to 3d chat.
Jeremiah
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Joined: 9th Sep 2006
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Posted: 21st Sep 2007 02:02
why even bother to reply with that comment, hell the thread was already halfway down the page
Butter fingers
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Joined: 20th Mar 2006
Location: Mecca
Posted: 21st Sep 2007 03:19
select your mesh.

hold down the RMB and go to "materials" then "material attributes"

in the menu that appears on the right go to "colour", there'll be checkered box next to it (or near it)

click the checkered box, and from the menu that opens select "file"

Your attribute menu (right) should now have changed to one from which you can browse for your texture.

Once you have found your texture, open it, and it will be assigned to the model.

If your graphics card supports it, you can now select "smooth shading" and "hardware texturing" from your view menu, this'll let you see what your texture is lookin like.

Now if you open the UV texture editor, the texture should appear as the background to the grid.

Jeremiah
18
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Joined: 9th Sep 2006
Location:
Posted: 21st Sep 2007 04:35 Edited at: 21st Sep 2007 04:36
thanks, 1 last question if you have time. I will be exporting the .x I seen out to export out a blank UV, but I can't seem to get it to export out the uv with the texture already printed on.

Thanks alot for your help.

Then from that understanding I just need to use the entity maker and I should be good to go.

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