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FPSC Classic Models and Media / Need help to out textur on

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Xaque
17
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Joined: 11th Dec 2006
Location: Denmark
Posted: 15th Dec 2006 00:30
Hey
know i need some help i think i search all places for a good tutorial on how to textur a model
and i can make a uv-map and put some color on and it works yes but this map is very hard to color right
is any know a way to get a better uv-map of my models?
this is how it looks

Sorry im not good to english

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Locrian
18
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 15th Dec 2006 03:37
Mapping is harder then the acual modeling to me. I believe somewhere around here or possibly on Bond1's site(hes the author) he has a tutorial/vid for mapping in Max. Not sure much would apply as that looks like Lith unwrap. Problem using a program thats no longer supported is finding information on it. I know alot like it though.

Perhaps look up any mapping tutorials to get an idea of the concept. That model looks quite hard to texture to me thus far

Good luck man
Loc
filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 15th Dec 2006 05:07
Xaque, I am not sure what exactly your model is, but I feel the main thing you are missing out on is 'groups'!!!

Groups faces together. For example, make a cylinder kind of thing in your model a different group. Same way group other faces which share something in common into another group and so on.

-- game dev is fun...but taking up too much time --
Xaque
17
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Joined: 11th Dec 2006
Location: Denmark
Posted: 15th Dec 2006 13:29
it is this model

Sorry im not good to english

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FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 15th Dec 2006 18:38
The nice thing about Milkshape is that you can assign the textures to the groups and it can do a decent job of what I like to call "automapping".
I won't go into a dissertation on how to assign textures using Milkshape but I am sure there is some kind of tutorial out there for it.

filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 15th Dec 2006 20:09
aaah xaque. Now I see I was right.

You had tried UVmapping the whole model at once. Don't do it unless your model is a plain simple geometric shape.

For objects like yours, its always better to break it up into groups.
Just by looking at your model I can suggest breaking your model into :
1. fingers (cylindrical mapping)
2. arms (cylidrical mapping)
3. palm (box mapping)
4. main part of gun (box mapping)
5. barrel and other parts of gun (cylindrical mapping)

-- game dev is fun...but taking up too much time --
ally
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Joined: 28th Nov 2006
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Posted: 15th Dec 2006 21:56
depending on how far you want to get into mapping check out DeepUV from Right Hemisphere. It is the best program for this type of thing, I believe they have a demo program for use on thier website:

http://www.righthemisphere.com/products/dp3d/Deep3D_UV/index.html
Xaque
17
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Joined: 11th Dec 2006
Location: Denmark
Posted: 16th Dec 2006 00:10
filya thanks i see now its a bit easer than the other know i will try out to make a little textur on it

Sorry im not good to english

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