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Off-Topic Discussion => General Discussion => Topic started by: aldo_14 on March 13, 2002, 10:43:03 am

Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 13, 2002, 10:43:03 am
:rolleyes: ;7

I remember seeing a link to this - i think it was on a quake site - if anyone could post or send me a link I'd be eternally grateful. :)

It was to do with mapping a figure IIRC
Title: UV mapping tutorial for Max 4?
Post by: CP5670 on March 13, 2002, 11:33:27 am
I might be able to learn something from that too... :)
Title: UV mapping tutorial for Max 4?
Post by: Styxx on March 13, 2002, 12:03:55 pm
There's a tutorial that comes with MAX if you didn't check it. :p
Title: UV mapping tutorial for Max 4?
Post by: untouchable on March 13, 2002, 12:52:38 pm
Talk to Woo, he taught me :nod:
Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 13, 2002, 12:53:59 pm
Quote
Originally posted by Styxx
There's a tutorial that comes with MAX if you didn't check it. :p


te one I've been looking at(low poly games modelling)only covers fitting the UV to a pre-exisitng map................
Title: UV mapping tutorial for Max 4?
Post by: Kitsune on March 13, 2002, 05:25:31 pm
You can do it the hard way if you like too.

Have the model's default color be rather bright, like a light blue or something, with the default background as black.  Now render a HUGE image of each of the 6 main faces of the ship.

Color those in psp or photoshop, however you see fit.

Then select all the faces you want each image to cover and hit spacebar (to lock the selection).  Then drag the appropraite side down from the materials list.

You will still have to fight with the tiling and whatnot to make it all fit just right.   Such as the image should not have ANY leftover space above or beyond the limits of the ship.  (If the ship's image is 300x600, but the rendered image has a border of about 50x50, that useless data will screw with the mapping.)

Hope that made sensel :/
Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 14, 2002, 03:32:21 am
Quote
Originally posted by Kitsune
You can do it the hard way if you like too.

Have the model's default color be rather bright, like a light blue or something, with the default background as black.  Now render a HUGE image of each of the 6 main faces of the ship.

Color those in psp or photoshop, however you see fit.

Then select all the faces you want each image to cover and hit spacebar (to lock the selection).  Then drag the appropraite side down from the materials list.

You will still have to fight with the tiling and whatnot to make it all fit just right.   Such as the image should not have ANY leftover space above or beyond the limits of the ship.  (If the ship's image is 300x600, but the rendered image has a border of about 50x50, that useless data will screw with the mapping.)

Hope that made sensel :/


I can do that with UVMapper, but I'd rather be able to map it in Max, because I have to mirror it anyway.
Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 15, 2002, 04:24:28 am
BUMP

I think i may need a plugin.... I'm having problems using multiple uv regions in UnwrapUVW, and i'm getting mucho headache :(
Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 15, 2002, 07:56:26 am
Bump -2

In case you're wondering, I'm hoping someone can post a link / plugin by the time i get home from Uni ;7 in 4 hours time.
Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 16, 2002, 11:43:28 am
BUMP-3

Hlep. Pleees.










;7
Title: UV mapping tutorial for Max 4?
Post by: CP5670 on March 16, 2002, 11:59:33 am
What is UVW by the way? A set of vectors?
Title: UV mapping tutorial for Max 4?
Post by: Ryx on March 16, 2002, 12:14:56 pm
Quote
Originally posted by CP5670
What is UVW by the way? A set of vectors?


I'll rip the MAX user reference

Quote

The U, V, and W coordinates parallel the relative directions of X, Y, and Z coordinates. If you look at a 2D map image, U is the equivalent of X, and represents the horizontal direction of the map. V is the equivalent of Y, and represents the vertical direction of the map. W is the equivalent of Z and represents a direction perpendicular to the UV plane of the map.
Title: UV mapping tutorial for Max 4?
Post by: CP5670 on March 16, 2002, 12:35:17 pm
Ah I see; thanks. Why don't they just call it XZ/XY/YZ instead though?
Title: UV mapping tutorial for Max 4?
Post by: Ryx on March 16, 2002, 12:50:11 pm
Ok. I found these @ Polycount (http://www.planetquake.com/polycount/).

Title: UV mapping tutorial for Max 4?
Post by: aldo_14 on March 17, 2002, 09:14:25 am
Quote
Originally posted by Ryx
Ok. I found these @ Polycount (http://www.planetquake.com/polycount/).

  • http://www.coronaleonis.com/hyptut.htm (http://www.coronaleonis.com/hyptut.htm)
  • http://www.coronaleonis.com/tutorial82/index.htm (http://www.coronaleonis.com/tutorial82/index.htm)
  • (http://www.coronaleonis.com/tutorialgizmo/index.htm)
  • http://www.coronaleonis.com/tutorialgizmo/index.htm ()
  • http://www.welbot.8m.com/UVtut (http://www.welbot.8m.com/UVtut)
  • http://merlin.zsnes.com/tutorials/export/index.html (http://merlin.zsnes.com/tutorials/export/index.html)
  • http://www.planetquake.com/polycount/cottages/alcor/truc/maptut/maptut0.htm (http://www.planetquake.com/polycount/cottages/alcor/truc/maptut/maptut0.htm)

    Hope they work.
    Here is the result of Google search (http://www.google.com/search?q=uvmapping+tutorial+for+max&ie=ISO-8859-1&oe=ISO-8859-1&hl=sv&lr=)
[/B]


Thanks..........oddly, my attempts with Google were quote..ppor.  Maybe it's just the UK version or summat.  :)