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mapping polygons

Vitus

Resource contributor
Messages
1,480
Country
newzealand
Hello again,

After a short intermission i continued working on the DO 228. My actual challenge is to texture the objects. In particular mapping the different faces/polygons doesnt work.

I did the following:

1. convert the object to a editable mesh (right mb->convert)
2. select "polygon" in the modifier rollout
3. select the polygons
4. add a UVW Mapping modifier
5. select the map in the material editor and drag and drop it on the selected mesh parts
6. Adjust the settings and gizmo of the uvw modifier.

No problems so far.

7. Select "polygon" in the modifier rollout
8. Select the polygons
9. add a uvw mapping modifier


....

And all is smashed...

Whats wrong?

Hope you can help again.

Regards
Vitus
 
After reading further tutorials, I recognized that I have to collapse the UVW map modifier before reating a new one.

It looks good in GMax, but when I export the model to the FSX, the textures have offsets. My first idea was to flip and rotate the texture before exporting it to the DDS format, so I tried every single possible variation. Nothing fits...

It seems that the FSX doesnt regard some of the u/v coordinates, but I didnt figure out which one.

Are there any material settings that couldnt be used for the FSX? For example, I used the "crop" option in the material settings to seperate and tile a part of the texture. In the FSX the texture is tiled correctly, but not cropped.

Whats the clue?

Regards
Vitus
 
I did the following:

1. convert the object to a editable mesh (right mb->convert)
2. select "polygon" in the modifier rollout
3. select the polygons
4. add a UVW Mapping modifier
5. select the map in the material editor and drag and drop it on the selected mesh parts
6. Adjust the settings and gizmo of the uvw modifier.

No problems so far.

7. Select "polygon" in the modifier rollout
8. Select the polygons
9. add a uvw mapping modifier

1. Okay

2. Maybe Okay, better to add a "Mesh Select" or "Poly Select" though first, then use that to "select" the polygons. This is safer than using the "Edit Mesh" or "Edit Poly" sublevels, where there's a risk you might screw up the mesh accidentally, as it is - after all - an "editing" mode!

3. Okay
4. Okay

5. No. Never "drag and drop" anything in Max/GMax. Always use the "Apply" button on the Material Editor for positive control. Actually, this step should be 1a, as the application should be done on the part level ideally.

6. Why? Instead, add a UVW Unwrap modifier to the stack and then click on the "Edit" button to open the UVW Editor window. From this window you can 'lasso' the mapped vertices and Move/Scale/Rotate them for precise fit on your bitmap.

7 No. Instead, add a new "Select Mesh" or "Select Poly" to the stack, then repeat steps 3 through 5 above.
 
Hi Felix,

I will read the tutorial when I'm back home, thanks for the tip!


Hi Bill,

thanks for your answer, I will try it, when I am at home ;)


I have the feeling that I'm getting smarter with every sentence that I read here in the forum. Thanks a lot guys!

Regards
Vitus
 
no luck at all.

First problem in the gmax editor:

In Gmax the texture fits to the gear strut. It is cropped with the material editor and placed with a plane uvw map.

This is how it looks in the fsx:

It seems like the crop command and the u-, v- coordinates are ignored.
The green color on the structure results from the texture - I painted the unused areas green.



I also tried to use the uvw unwrap modifier, but I could not use it, because of my lack of brain. Its ok for easy structures like boxes (as in Felix`s tutorial). But how can I unwrap a whole fuselage with nine trillion faces? With all these vertices its getting too complicated to be understandable at a glance...


The second problem still exists. I want to texture parts of the aircraft with a tiled texture. Same procedure: I cropped the texture in the material editor and applied it on the cabin. Result in fsx:


Strange world...
regards
Vitus
 
Ok. Problem one is solved!
After the fiftyth tutorial I got the clue about the unwrap modifier. Material ids really help! :D

But the second problem still exists! there must be a way to tile a texture without using the hole canvas...
 
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