Manquesa Posted May 12, 2003 Share Posted May 12, 2003 Okay, I think I understand after reading several different tutorials that in order to make your texture map, you need to take a screenshot of the uvw unwrap screen and then edit the picture in a 2d art program, right? Now my real question is, do the texture maps have the same restrictions as textures used in mapping via radiant? Do they have to be in a power of 2 as far as size is concerned? Because when I take the screenshot, the size is usually not a power of 2. I can resize the image in photoshop to make it a power of 2, but will that mess up the mapping coordinates. Well, TIA for answering me. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted May 13, 2003 Share Posted May 13, 2003 If you use 3D studio max, there's a plugin called texporter that let you export the uvw maps to any dimensions (and resizes the uvw maps according to their original ratio). Textures need to be in a power of 2 like you said, for the simple fact that it's how graphic cards work. (like 1024x1024, 1024X512..etc) Link to comment Share on other sites More sharing options...
Manquesa Posted May 13, 2003 Author Share Posted May 13, 2003 oh ok, awesome. I didn't know about that texporter thing. I use 3dsmax 5, so cool. Thanks Link to comment Share on other sites More sharing options...
clu Posted May 13, 2003 Share Posted May 13, 2003 Max 5 also has "render to texture" which I find kind of useful for getting a staring point to then take into photoshop. - apply metal, stone, skin or whatever textures within Max to different sections of your model - Render to texture - Take the texture into photoshop and you have a nice base to work from Also if you can get your hands on Deep Paint 3D, it's got some useful integration with photoshop that makes life easier as well. -clu Link to comment Share on other sites More sharing options...
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