Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TopAce on June 21, 2003, 12:47:33 pm

Title: Texturing a model again
Post by: TopAce on June 21, 2003, 12:47:33 pm
I am having additional problems texturing my model. Some sides has a quite strange and making-nervous looking. Which is the program you are using to texture?
Title: Texturing a model again
Post by: FreeTerran on June 21, 2003, 01:08:38 pm
TrueSpace for big ships and Lithunwarp for fighter and bomber.....
Title: Texturing a model again
Post by: TopAce on June 21, 2003, 01:21:23 pm
How do you use UVMapping? One cube for the whole ship or one cube  per part?

Cube can also be Cylinder, sphere and something else, I just want to replace 'UV Mapping Option' with that.
Title: Texturing a model again
Post by: FreeTerran on June 21, 2003, 01:24:07 pm
Cubic UV Projection for the whole ship
Title: Texturing a model again
Post by: aldo_14 on June 21, 2003, 04:45:12 pm
Using one UV mapping for a whole ship is a bad idea - it leads to stretching in certain areas, or means that textures are misaligned (and thus the tiling pattern is broken).  

You're much better off using planar mapping, and applying it to selected individual faces or groups of faces.  You can also use other types of mapping (i.e. cylindrical) more effectively if you limit to a selected region.  Likewise, you can manipulate how the texture looks on the model by altering the UV applied to it - i.e. rotating the local UV to make the texture 'tighter' against the model.

Moving from a global UV to localised UV is pretty much the major difference between 'average' modellers and good modellers, IMO.
Title: Texturing a model again
Post by: Bobboau on June 21, 2003, 05:25:54 pm
you must always UV map faces not objects, otherwise you're model will look like crap
Title: Texturing a model again
Post by: HotSnoJ on June 21, 2003, 06:46:29 pm
I use Lithunwrap since I mainly do fighters.

Basicly I think how I can texture the thing with panels. For instance if it's a basicly flat fighter you make UV maps for the top and bottom and then use some painting program and fill in the lines.



*goes back to working on N-1*
Title: Texturing a model again
Post by: Ryx on June 22, 2003, 03:35:01 am
I texture in 3ds max, mainly with the UVW Unwrap modifier. :)
Title: Texturing a model again
Post by: TopAce on June 22, 2003, 09:06:35 am
Well, with TS3.2 I use UV mapping on as many different parts of my ship as I can(rather make two different cubes next to each other than sweeping it, for example.) I connect the different parts to each other, and after I am done, I enlarge my model to the size I want it to be. Does enlarging(scaling) expands the UV Cube, Cylider, Face, or whatever?

Is this the bad way?

How can I set an UV Mapping localized?
Title: Texturing a model again
Post by: Killfrenzy on June 22, 2003, 12:02:30 pm
Depends what I'm doing.....TS for large caps, but Lith for fighters....
Title: Texturing a model again
Post by: KARMA on June 22, 2003, 06:16:05 pm
Quote
Originally posted by TopAce
Is this the bad way?
yes
Quote


How can I set an UV Mapping localized? [/B]
using lithunwrap, i thought this was already discussed in your precedent post...

lets see if i can explain it in an easy easy way...


launch lithunwrap v 1.3 (dloadable from ipandrews' guide)
file/model/open/yourmodelname
select/all (model edges will become red)
tool/uvmapping/ box or decal to have a panormaic view
enable select by face
enable select mode
select the group of faces you want dragging a box on them or
preview/showmodel/rightclick/select/faces (you can also enable backfaces selection)
use successive uvmappings/selections to select only the faces you want
apply a planar uvmap to the selected faces
scale/move the uvmapped faces inside the workspace
select othe group of faces from the model, uvmap them, scale them, move them avoiding overlappings and continue until the workspace is filled with uvmapped faces.
to use more than one maps select the faces to be mapped with a different texture, then materials/modify/add/materialname and materials/modify/assign
to change the name of the texture select the material in the browse window on the right, right click/properties
file/model/save the model as cob
file/uv map/save the uvmaps as bmps
draw the maps
save maps as bmps substituting the saved uvmaps
open truespace
file/load object/your uvmapped model name
press render scene or render object and verify the result or
open lithunwrap preview/showmodel and verify the result

I can't explain it more clear than that, play around on your own now and try to learn from yourself all the rest of the options and find your own best strategies, we have already told you how we do to unwrap our already completed models with planar uvmaps using more than one texture, if you don't like lithunwrap just search for something else, maybe you can try an unwrapper for 3ds and then use 3dexploration to convert to cob
Title: Texturing a model again
Post by: aldo_14 on June 22, 2003, 07:11:47 pm
In Truespace - select a face or group of faces (I think you can do this by rightclicking a face, then shift-rightclicking further faces), then select a UV mapping.  you'll see a UV plane/box/etc appear over the selected faces (depending on the type of UV selected), which can be manipulated using the wee window with xyz scaling & rotation values, etc.

I think this is is - not 100% sure, it's been at least 6 months since I last used TS to map a model. (thank god)
Title: Texturing a model again
Post by: TrashMan on June 23, 2003, 05:27:40 am
I use TS for capships (combination of Cubic and Planar projection).
Lithiumwrap for fighters..:D
Title: Texturing a model again
Post by: TopAce on June 23, 2003, 03:51:57 pm
Karma, é il tuo method perfetto? Are all sides visible con bene texturing?

DO NOT comment my mixed English-Italian sentence! :)
Title: Texturing a model again
Post by: KARMA on June 23, 2003, 06:12:40 pm
it seem so http://www.hard-light.net/forums/index.php/topic,11194.0.html
Title: Texturing a model again
Post by: TopAce on June 24, 2003, 08:24:04 am
Yeah, Imperial ships! They are truly well textured.
But they are only fighters! And I would prefer doing capital ships, cruisers, and stations(I have a strange-looking refueling station, :).