Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: jdh300x on July 15, 2012, 02:21:08 pm
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Hello there. Thanks to all of you that helped me make my first working freespace model with turrets and everything. All I need to do now is texture it. For my first ship, I just used a hull/metallic looking texture for the whole ship. It looks stupid and sloppy, but hey, my first ship. Now I want to get started making seperate textures of my own. I know how to make them in Photoshop, but first I need to unwrap from max. This is where I have problems. Whenever I "unwrap uvw" It opens the editor, and it is a jumble of polygons all melded together and impossible to texture.
I tried texturing a cube in max, so I unwrapped it, and it rendered without any of the crowded jumble. But when I finished creating a texture in photoshop, I went to put it onto the ship in max, but it just gave me a black texture with some green lines and a little bit of the texture i made.
I need help with this texturing. A tutorial, or a couple tips, anything.
Thankyou so much.
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There's literally hundreds of tutorial videos out there. Here's one that's a good place to start. This guy's whole series is pretty good and he has tips that are useful for beginners to the more advanced.
http://www.youtube.com/watch?v=Oht29ThPbFc&feature=relmfu (http://www.youtube.com/watch?v=Oht29ThPbFc&feature=relmfu)
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http://lmgtfy.com/?q=3ds+max+uv+mapping+tutorial (http://lmgtfy.com/?q=3ds+max+uv+mapping+tutorial)
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making a passable (read:better than autoUV) uv map is easy. just takes time :(
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thankyou rscaper, a great tutorial. I guess i just wasnt looking at the right ones. (I have tried numerous tutorials already.)
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Where did my uvmapping tutorial disappear to?
Edit: Found it: http://www.hard-light.net/forums/index.php/topic,47240.0.html
This should help you with uv mapping in max.
btw is this one in the tutorial sticky thread?
double edit: ugh that was 5 years ago?!!! :eek2:
Also some minor things have changed since then (like don't use symmetric uvmapping)