Originally posted by WraithHost:
Thanks for the advice,
I've tried UV unwrapping in 3dsMax but it doesn't create a template image like you say Lith does. I think I'll try using lith to create a template. Then I'll map onto it from 3dsMax. I'm not sure quite what you do with the map once you've split it 4 ways as uv unwrapp uses only 1 map I think. More details on this last stage would be nice 
I think part of the problem is that I just can't draw
maybe I need a ghost texturer.
Well, I start off with a 512x512 map, which I alter. The FS2 engine will reduce this map, so I'd lose some of the clarity. so I load the map into Paintsho, and use the 'crop' tool to make it into quarters.
Now, I load the model up in TS5... this is the saved 3ds model, so the UV is preserved. First I map it with the large (uncut) map, and make some renders for refence. Then, I load up one of the texture quarters in Ts, and set both the U and V reps to 2.
Firstly, I fill the whole object with the map... this means that 3 quarters oif the model will look wierd, but one part won't, so this is fine. Then i need to load up each remaining quarter in turn, and apply it to the appropriate parts of the model in turn.
This is quite time consuming, and the odd error occurs, but it allows me to use a larger, higher quality map.
Go to
http://uk.goecities.com/gunnery_control , and download either the Firehawk or Claynmore fighter. Look at it in modelview and select on/off textures. also look at the indiv. maps, compared to the whole maps (i.e. firehawk01b) and you'll be able to figure out what i mean.
Theer are better ways to do this, but this is the one i use.
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