Author Topic: UV mapping BIG ships  (Read 1270 times)

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Offline magatsu1

  • 210
UV mapping BIG ships
I had loads of trouble with us before my few months absence. I'm woundering though, is there a quicker way to UV large ships (ie; ships too big for Lith) rather than painting them by poly, or groups of polys,then correcting the UV, as this is taking bloody ages and it's a real ballache.

I'm using TS5 and it's UV tools BTW.
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Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
i ur using ts6 id just paint the polys first, then the uv editor will allow you to view the uv map on a per material basis. not sure if that works in ts5 though. in ts4.2 id map out part of the ship and used uvtweak to translate the map out exactly one texture length and/or width then continue mapping out textures. theoretically you should now be able to do capships in the same way you do fighters and use really hi res textures. its actually better for the new htl engine to use fewer textures.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline magatsu1

  • 210
I'm aiming to make my masterpiece FS>Vanilla compliant as it's not high poly or anything. LOD0 is nearly done now anyway. It is a pain in the ass.
Blitzerland: Knows what he's talkin' about

  

Offline aldo_14

  • Gunnery Control
  • 213
Just make them the same way as fighters & use bigger maps.  That's what I'd do.