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#1
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Gmax and unwrapping
I'm training unwrap uvw ,a box with a texures sheets with diferents numbers, so applying diferents number to each face, just that, but in some way the textures appear in a wrong way, it's not centered as supposed must be, what could be wrong, should I apply an uvw map before?
I'll attch a image to explain better the question than this poor english. , you will see the right side of the box (and all sides the same effect), is no well textured.
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Bernardo
Last edited by Tejal Bernardo; 09 May 2012 at 16:20. |
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#2
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Make sure the bitmaps are 24 bit BMP files, or PSD files. Other formats can be shifted in GMAX.
Hope this helps, |
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#3
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Hi,
Usually I first do a uvw mapping to get the texture roughly in place. Then I use the uvw unwrap to position it exactly. But that is not required as far as I know. Send from my phone using Tapatalk, so excuse the short sentences and possible typos
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Arno If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. FSDeveloper Administrator | Former Microsoft FS MVP
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#4
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do you know how to edit uvw mapping?
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#5
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There are many ways to do it. That's how I do it:
- Make sure every poly has an individual ID - Apply the uvw modifier. Box mapping, length, width and heigth the same value. - Apply uvw unwrap. Edit uvw's, select each ID and move it out of the box. Pick the texture and move each poly to the right place. - Done Kai |
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#6
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Thanks to all, I tried all those methods, I made a little trick and made a perfect square texture, 512x512 and cut the texture to show only the numbers, and worked, could be the texture format too, I think this was dxt1 because I get them from and addon, but I thought that if used in a scenery should be perfect to work for unwarraping, anyway you can understand how weird this things could look.
thanks again.
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Bernardo
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#7
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It was not the texture, it was a bmp 24 bit 512x512 pixels. I convert the textures to jpg and all the same, but could be fixed anyway but I can't think of what could be the problem.
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Bernardo
Last edited by Tejal Bernardo; 11 May 2012 at 14:17. |
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#8
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Quote:
No need to mess with material IDs at all, unless you are doing a multi-material. -Apply uvw map to whole box, size as you say. -Choose 'poly select' modifier. Chose one face. -Apply 'uvw unwrap' modifier. Open and move face out of the way. -Repeat for remaining faces. -Apply poly select modifier and choose all faces. -Apply 'uvw unwrap' modifier and position all faces as necessary. -Collapse stack at end. You can simply this even further by only doing 'poly select' for all the faces, and using the 'view selected' option in the uvw editor to view and position the face of interest. Not trying to be rude, of course. As mentioned, there are many ways of doing this. I just hate to see anyone using materials ID to isolate polygons, since it is a very time consuming process! |
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#9
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A silly question, when you work with "multimaterial" how is supposed you get the "fsx material"?, not should the objects have fsx material '
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Bernardo
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#10
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Quote:
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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#11
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Quote:
Jim |
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