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Unwrap uvw problem


LordRevan999

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The teeth and eyes globe are different meshes from the head, you need select one of them, if you use the Selet by Name (they are eyeLA, eyeRA, teethUa, teethLa), add the UVUnwrap modifier over the editable mesh modifier for one of the meshes selected and press the Edit button to see the map for it.

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The teeth and eyes globe are different meshes from the head, you need select one of them, if you use the Selet by Name (they are eyeLA, eyeRA, teethUa, teethLa), add the UVUnwrap modifier over the editable mesh modifier for one of the meshes selected and press the Edit button to see the map for it.

 

I thought it was all one mesh?

 

Guess I should have checked...

 

Anyway LordRevan I hope your mod works out now. :)

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Ok,I have done it.But I have still questions.First I would I ask that when I apply background on the uvw map it appears on 6 blocks total each showing the whole texture which is very annoying how can I make it to one block.Second if teeth,head and eyes are different meshes then how did bioware combined them together.And can I do that to if so how.Third in post#3 see the pic there are white type of things which sort of look like animation things how can I make them disappear or never to appear when I export a model to 3ds max.

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First I would I ask that when I apply background on the uvw map it appears on 6 blocks total each showing the whole texture which is very annoying how can I make it to one block.

The picture shows where you change the defaults for the texture window and the things I've changed, don't forget to save it after the changes done.

Picture link: http://i6.photobucket.com/albums/y204/Ninivekha/Kotor/ModelUVMap_02.jpg

 

Second if teeth,head and eyes are different meshes then how did bioware combined them together.

They are attached to the bones of the head, that is what make them move in the game, and everything is connected with the aurora base mesh.

 

And can I do that to if so how.

Probably you can, but I don't know why and where you would use that. For heads you can not change the number of vertices, that means you can not add or delete the meshes.

 

Third in post#3 see the pic there are white type of things which sort of look like animation things how can I make them disappear or never to appear when I export a model to 3ds max.

In this thread http://www.lucasforums.com/showthread.php?t=167221 I've written a tutorial about modeling, the 2nd and 3rd posts can help you hide things you won't use.

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Quote:

Originally Posted by LordRevan999

And can I do that to if so how.

 

Probably you can, but I don't know why and where you would use that. For heads you can not change the number of vertices, that means you can not add or delete the meshes.

I was asking how can I make them join together (the head,teeth and eyes map).

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I was asking how can I make them join together (the head,teeth and eyes map).

 

You'll have to put the differant maps together in Photoshop or Gimp.

 

I had to do this to for a body model, where the boots, gloves and body where seperate meshes, so they all had seperate UVWS.

 

But if I looked at the Textures/ skins hands and feet where all in the same TGA.

 

 

Well like I said above, you'll have to render the UVWs seperatly, all at the same size and then toss them all in the same photoshop file.

 

Best is to create a new file and then one by one drag / copy&paste in the UVWs , best to the Head UVW first and then add in the EYE and then the Teeth, don't forget to set the EYE and Teeth layer to Screen or something.

 

Else they'll block off the Head UVW.

 

Good luck :p

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I would do what you say but first I need to figure out which things should be hided and which to be not.And Quanon if I just paint over the uvw map I see lines on the model in max any solution.

 

Lines ? Do you paint straight on top of the UVW-maps or do you make a new layer to paint on ?

 

You might have an UVW-map on top of all layers ? If you use new layers to paint on I suggest you put "off" (click on the small eye icon in the layers palette )all the UVW layers and then save to TGA .

 

Else your"re talking about a differant kind lines :p

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