Author Topic: UV mapping tutorial for Max 4?  (Read 2441 times)

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Offline aldo_14

  • Gunnery Control
  • 213
UV mapping tutorial for Max 4?
: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

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
UV mapping tutorial for Max 4?
I might be able to learn something from that too... :)

 

Offline Styxx

  • 211
    • Hard Light Productions
UV mapping tutorial for Max 4?
There's a tutorial that comes with MAX if you didn't check it. :p
Probably away. Contact through email.

 

Offline untouchable

  • Fear the DA...
  • 28
    • http://www.3dap.com/hlp/hosted/da
UV mapping tutorial for Max 4?
Talk to Woo, he taught me :nod:
"The Darkness shall  befall us all."
-Commander William Wright

"Violence is merely the means of the incompotent"
-Felix Steighner
----------------------
The Darkness is Coming


Untouchable has spoken :D

 

Offline aldo_14

  • Gunnery Control
  • 213
UV mapping tutorial for Max 4?
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................

 

Offline Kitsune

  • 27
UV mapping tutorial for Max 4?
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 :/
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx

 

Offline aldo_14

  • Gunnery Control
  • 213
UV mapping tutorial for Max 4?
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.

 

Offline aldo_14

  • Gunnery Control
  • 213
UV mapping tutorial for Max 4?
BUMP

I think i may need a plugin.... I'm having problems using multiple uv regions in UnwrapUVW, and i'm getting mucho headache :(

 

Offline aldo_14

  • Gunnery Control
  • 213
UV mapping tutorial for Max 4?
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.

 

Offline aldo_14

  • Gunnery Control
  • 213
UV mapping tutorial for Max 4?
BUMP-3

Hlep. Pleees.










;7

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
UV mapping tutorial for Max 4?
What is UVW by the way? A set of vectors?

 

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
UV mapping tutorial for Max 4?
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.
Intel C2D E6850|4Gb RAM|Abit IP35 PRO|ATI X1900 XT

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
UV mapping tutorial for Max 4?
Ah I see; thanks. Why don't they just call it XZ/XY/YZ instead though?