Author Topic: UV MAPS  (Read 1068 times)

bioazard

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UV MAPS
« on: May 13, 2004, 09:27:13 pm »
Well Hello It\'s me again and I have some questions. can someone give me some tips about UVmapping I just don\'t know about it. Can someone explain me what is it for? how do I use them and how I get a single image texture for the entire model as I saw in the turtle post and how do I make them and edit them trough Photoshop since I saw it makes UVW files (I use 3d studio max 3 by the way).

Thanks to you all mapers and modellers
 
I am back I made a terrible mistake by ?quiting? PS
But now I am back more info in Crystal axe post.

Wedge

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« Reply #1 on: May 13, 2004, 11:50:30 pm »
There should be a tutorial in MAX on this.

I use a slightly different method, this can make UV\'s much easier, but also much more a pain if you don\'t understand how to use it:

http://www.chilliweb.co.uk/chilliskinner/

It loses some effectiveness with higher poly models, but I\'ve found it can still even work pretty well then with some tweaking.
« Last Edit: May 13, 2004, 11:52:54 pm by Wedge »
Ninjas have feelings too.  Mostly they feel like dancing.



FredrikH

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« Reply #2 on: May 15, 2004, 10:04:47 pm »
here take a look at this http://silverwolf.zapto.org/silverwolf/avi/uvw.avi
i recorded the uvw mapping process of my latest sword (not for ps) it actually is a rather simple process but boring as hell well atleast simple on such objects as swords :)
as for the .uvw files i think that is only used internaly by unwrap uvw and as for the image you can make it using texporter
« Last Edit: May 15, 2004, 10:05:51 pm by FredrikH »

Ikarsik

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« Reply #3 on: May 25, 2004, 03:23:54 pm »
is there anything like texporter for Gmax?

FredrikH

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« Reply #4 on: May 25, 2004, 04:25:18 pm »
no but you can use lithunwrap in combination with the  
md3 exporter for gmax