Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DragonClaw on October 05, 2002, 08:39:33 pm
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I'm going to need 2 models to be textured for... something undisclosed
I've already got 1 model(by KMN)
What I really would like is to have the ship fully textured, but I'd still be happy if someone would just apply UV mapping and basic layout textures that I or someone else can fill in with real textures...
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Oh join the club of people wanting something like this done with their models! :D
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If theres a shortage of people perhaps you should look for texture people on the internet and try and bring them into this.
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Hey, Dragonclaw, I can get you the UV mapping done in UV mapper (if they are fighters...). Just send me the models, and I'll work on it :)
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No, its a capital ship :/
Does anyone know of a program that will UV map a model and generate template textures? That would help sooooooooo much.
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Don't know of any such programs. :(
IIRC, you use Lightwave, so maybe some of the tutorials at Lightwave3D (http://www.lightwave3d.com/tutorials/) could be of use?
Here's one that's fairly relevant http://www.lightwave3d.com/tutorials/games/uv_mapping/index.html
There's a way of getting UV templates, which you can open up in PS or PSP, and then draw the maps.
For MAX, I first assign Texture ID's to various parts of the mesh and then I assign a multi/subobject material and put the textures I want into the various sub-materials. Then I add the UVWUnwrapper modifier and then choose the select face gizmo. Then I start selecting faces that are... errm... share plane (sort of.) and click the "Planar Map" button. Then I will have to move/scale/rotate the UV to align the texture 'properly'.
*oh yeah, this makes sense. Best How-To ever :rolleyes:*
You should be able to something similar in Lightwave.
Texturing's evil :devil:
edit:
If your mesh is symetrical - cut it in half (length-wise) and texture one half. Then mirror a copy and weld the two together. Works for me. :)
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Well, I suppose its time to unveil a bit...
I tried to texture it myself in Lightwave, so I textured the front half and when I converted it into FS2, it didn't keep the UV size and other information, so the textures looked a bit stretched... And I'm in no position to fool around with TrueSpace, so I NEED someone else to do this...
Here's a pic of the model, maybe it'll inspire someone to help out...
http://www.3dap.com/hlp/hosted/ott/dragonclaw/strikecarrierlargelq.jpg
Its for a campaign me and darkage are working on... just started it recently... going to be a quick-made, good ~15 missions with a great storyline, campaign... Made a quick banner yesterday, didn't take long:
(http://www.3dap.com/hlp/hosted/ott/dragonclaw/banner.jpg)
I hope someone will texture this, what I'd like it to look like is a special-ops strikecarrier... dark type of texturing
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:bump:
And we realy need this ship textured so please anyone help.
And we need turrets on it. We would have done those 2 things by ourselfs but we both use Lightwave7.5 thus we suck at TS.
So if anyone could help us whit those 2 things we would be realy happy. The ship is campaign critical.
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As it's a cap-ship, send it to me and I'll see what I can do.
What do you want? Dark and mysterious like the Erinyes?
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Thank you sooooooooo much... its just that this ship is completely campaign critical...
Anyway, since its completely owned by SOC and all, and its pretty much a covert-strict vessel, I'd like it sort of dark and mysterious in its own way.
Whats your email or ICQ #? I'll send a few more specifications with the model.
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make sure you put turrets on it first before you start texturing;)
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Originally posted by darkage
make sure you put turrets on it first before you start texturing;)
I thought I got you to agree to do the turrets :p
Anyway, *bump* so he see's this.
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DC: Send me the mesh and i'll try to texture it. I use Sandwiches his rhino tutorial it includes a full TS textureing tut. And tureting.
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Turreting is fine unless you want barrelled turrets....but yeah:
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