Sniper Wolf Posted July 1, 2002 Share Posted July 1, 2002 Hey if anyone here would like to partake in mah uvwmapping and fine tuning process of mah model their more than welcome. I would need someone who can actually uvmap because I did an ok job but I didn't get every spot mapped and when I run the model in game the arms are goofed up a little (as in they disconnect from the body when they swing and the heavy saber stance is crooked). Another little problem is that I don't know how to delete the maps already applied to the model (since I edited the jedi trainer model and when I open the model it always says Missing Maps: jeditrainer_face.tga and stuff of the sort) and of course you'd get credit for the model too. Anyone who is experienced and who is interested, drop me a line at Ataris1123 on AIM or snig1123@hotmail.com Thanks again for your support - Wolf Link to comment Share on other sites More sharing options...
Sniper Wolf Posted July 2, 2002 Author Share Posted July 2, 2002 Well if no one wants to help >.< Can someone just tell me how to get rid of the mapping of the character from the beginning? As I mentioned earlier, I am using the jedi trainer as a base to my model (for the hands and feet, everything else is made by me, just kept those for the uniformity of all the models) and it seems that they still have parts of the jedi trainer mapped onto them and I can't get them off. Can someone help? Thanks - Wolf Link to comment Share on other sites More sharing options...
CheshireKat Posted July 2, 2002 Share Posted July 2, 2002 Export as a 3Ds and uncheck save max coords. Then import it in a new file. Link to comment Share on other sites More sharing options...
Sniper Wolf Posted July 2, 2002 Author Share Posted July 2, 2002 Thanks man, but that takes away the weighting and hierarchy doesn't it? Link to comment Share on other sites More sharing options...
CheshireKat Posted July 2, 2002 Share Posted July 2, 2002 Yes, it will, infact when you do it you'll want to export only the mesh. Not the skeleton or tags or anything. Sorry. There may be some other tricks, but I don't know what they'd be. Link to comment Share on other sites More sharing options...
Sniper Wolf Posted July 2, 2002 Author Share Posted July 2, 2002 Alright no problem, thanks anyways man Link to comment Share on other sites More sharing options...
SilentMobius Posted July 2, 2002 Share Posted July 2, 2002 Do you want to get rid of the UVW mapping or the material? the uvw map just assigns texture coordinates to specific poly's, if you're noticing that there is something wrong because you can see the wrong texture then that's a material problem. If the problem is manifesting in-game then you need to look at the skin_default file as that's what the game uses to determine which textures are allocated to which mesh objects. If it's within max I suggest you select all the objects that you're worried about, call up the material browser, select the material you want to use and click "assign to selection". That should get rid of any other material problems. If the problem really is a UVW problem just select the problem object and apply a new UWV map modifier, any old data will be overwritten. (Edit, Spelling Phrasing) Link to comment Share on other sites More sharing options...
Sniper Wolf Posted July 2, 2002 Author Share Posted July 2, 2002 Ah SilentMobius, you always have the right answers, my friend. What would I do without you? Thanks again buddy (and the anime Silent Mobius is really cool, Im assuming you got your name from it?) - Wolf Link to comment Share on other sites More sharing options...
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