-Chrono_MOT- Posted July 31, 2002 Share Posted July 31, 2002 Hey, I'm leaving milkshape in the dust and going with GMax, since it is billions of times more flexible in UV Mapping and texturing than Milkshape is. If anyone would be so kind, please post the links to all the necessary files I need to download (besides GMax) in order to import/export MD3s and GLMs. Thanks in advance guys. I tried my hand at programs like Ultimate Unwrap but all it does is unwrap, won't let you export the map itself. Milkshape is simple and fun, but only gives you one-sided planar maps. Link to comment Share on other sites More sharing options...
Twisted Vertex Posted July 31, 2002 Share Posted July 31, 2002 CONGRATULATION........switch on the safety dance, ok anyways. If you need help with the interface, I'll be glad to give you a hand. Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 31, 2002 Author Share Posted July 31, 2002 yea, it looks a little unfamiliar, but I do need the MD3 Importers and exporters definitely ^_^. Link to comment Share on other sites More sharing options...
Twisted Vertex Posted July 31, 2002 Share Posted July 31, 2002 you'll find them by doing a quick search on google, I'll get you started http://www.btinternet.com/~cjcookson/gmax/ Link to comment Share on other sites More sharing options...
Major Clod Posted July 31, 2002 Share Posted July 31, 2002 One sided planar maps is all you need. On the very rare occaision I will use cylinder maps, but most of the time it is planar maps. The trick is to make a copy of your model, physically break it up into seperate maps, then modify them so they are flat surfaces. Just imagine you are taking the skin off the object and laying it flat on the ground. Once you've mapped everything, just morph it back to the original mesh, but make sure you don't delete or add anything to it, otherwise it will not work. Link to comment Share on other sites More sharing options...
Emon Posted July 31, 2002 Share Posted July 31, 2002 There are no GLM exporters or importers for Gmax, as there are no XSI importers or exporters, so player models are out of the question. Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 31, 2002 Author Share Posted July 31, 2002 hmm...right now I have my saber in it and I'm trying to get the UVW map working. I can figure this out ^_^. Link to comment Share on other sites More sharing options...
Twisted Vertex Posted July 31, 2002 Share Posted July 31, 2002 Ok, You have a thing called a modifier list. It goes from top, down. Now, Never collapse the stack, unless you have to, and SAVE before you do collapse. a basic modifier stack for a saber should look like this Unwrap UVW mapp modifier mesh select Unwrap Uvw mapp modifier Mesh select Unwrap UVW mapp modifier Mesh select and so forth. The mesh select, isolates the portion of mesh. If your lucky you can use the mesh select, ELEMENT which is easier. For this you'll probably want to use planar map, which just takes a quick snapshot of your image, for most of the mesh. However i do recommend that you use cylinder, for the main shaft. In the unwrap window, you move the meshes apart. You slecet a single vert with the move button, then repeadly press the red button to acess all the verts of the elmenet Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 31, 2002 Author Share Posted July 31, 2002 the only problem I'm having with this is the annoying, rather incredibly annoying fact that every time I tell it to go into wireframes the model disappears. grrr.... Thanks for the UV Mapping tip, I'm kinda tired so I'll call it a night but I'll definitely be hammering at this tomorrow. Link to comment Share on other sites More sharing options...
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