evilsam Posted May 1, 2002 Share Posted May 1, 2002 lets say someone made the emperor, made the model and skins, how do you make the game read the models to "fit" into the right spot(i.e. torso skin where the torso is) Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted May 1, 2002 Share Posted May 1, 2002 good question!! what prog is this in? id be interested to know how to assign skins to models in gmax, if anyone knows how to! Link to comment Share on other sites More sharing options...
spacermonkey Posted May 1, 2002 Share Posted May 1, 2002 first of all you need to uvwmap your model. Its not an easy process so I recomend you search out some tutorials on it. Or if you've already uvw mapped your model then you need textporter - free plugin in to export the maps so you can paint them in photoshop. Link to comment Share on other sites More sharing options...
CheshireKat Posted May 2, 2002 Share Posted May 2, 2002 UV mapping is the worst thing next to rigging... And I only say that because I havn't figured out how to rig yet. Anyways, heres a link to some Tuts for making your UV's: http://www.planetquake.com/polycount/cottages/pixelated/three.shtml Link to comment Share on other sites More sharing options...
FuShanks Posted May 2, 2002 Share Posted May 2, 2002 You know how fun it is to model and see something take shape before your eyes? To know that not a single vertice or face is wasted, and what's more it looks good? Moreover, to know that you did it? UVW mapping is the polar opposite of that feeling. Link to comment Share on other sites More sharing options...
VEGETA2K1 Posted May 2, 2002 Share Posted May 2, 2002 bah character riging and uvmaping are the hardest part of modeling for me...(thats why i ahve yet to sucessfuly do so haha!) but.. then engine doesnt really know what goes where, thats hwre the uvmaping comes ot place, then you paint over the map, and you skin should be perfectkly on the model(if ua hev done it right) Link to comment Share on other sites More sharing options...
spacermonkey Posted May 2, 2002 Share Posted May 2, 2002 'You know how fun it is to model and see something take shape before your eyes? To know that not a single vertice or face is wasted, and what's more it looks good? Moreover, to know that you did it? UVW mapping is the polar opposite of that feeling. ' Haha, I actually enjoy the uvw mapping now. I can get a model mapped in just a couple of hours and its almost fun next to rigging a model for animation. Link to comment Share on other sites More sharing options...
MessiahErebus Posted May 2, 2002 Share Posted May 2, 2002 couple of hours....? are you all mad? a character model for jk2 could be done in about 30 min if that...and if it works right (sometimes it has to be redone)... i dunno what method you guys are using, but it sounds way more painful than it has to be. Link to comment Share on other sites More sharing options...
FuShanks Posted May 2, 2002 Share Posted May 2, 2002 Relativity. I equate UVW mapping to a hot iron: 30 minutes is an eternity. Link to comment Share on other sites More sharing options...
spacermonkey Posted May 2, 2002 Share Posted May 2, 2002 I mainly use planar mapping with the view alignment. Work my way round my model and piece it together so to avoid as many seams and trying to reduce the distortion - that is unaviodable unless your uvwmap is cut into many little segments. Its easy, I just think theres no point in rushing, as I know from experience (recent as well as old ) that mistakes can be a pain to correct. Link to comment Share on other sites More sharing options...
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