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uvw does this look correct

jetwelder

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unitedkingdom
i could build you the object shown in my images,given the sheet metal,and the tools..cones, and frustrums of cones,but my marking out wouldnt look like this...okay so i would make the object from 3 seperate sheets of titanium...

i am experimenting with uvw mapping,ive found the box usefull for mapping cut
outs in the wing..

i used cylinder for the shock cone...question? does this look right..

md3,to lith,to paintshop pro....i am not a photographer, so ive printed the manual,nothing about fsx,no surprise,so ive got to learn paint shop.

this is going to take years.....good i like a challenge...i would like to understand the uvw map, but not in terms of button presses..but its theory..
its obviously not mapping in a visual sense...i hate it when a thing works,but
i dont understand how it works......jim
 
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The UVW Cylindrical Map is what you would see if you were to cut a single edge vertically (the orange line on the cylinder), and "unroll" the skin to a flat surface.

Every x,y,z vertex coordinate is 'mapped' to a corresponding u,v,w texture vertex.

If you were to "paint" the object's 12,14,28 vertex with "red," then the "red" would correspond precisely to the texture's 12,14,28 texture vertex on the texture's bitmap.
 
Well, it does look correct in terms that all faces/polies are there, but it looks darn unusable.

I can only speak for 3DS Max 9, but the UVW Mappig dialogue there offers the possibility of normal mapping, which projects any object correctly on a 2D plane from a given angle (top/bottom, front/back, etc...).
So with normal mapping from top and bottom you would basically see what you're seeing in your top viewport. Once the projected vertex array for the top part and once for the bottom part.
 
ahha

i see that, i couldnt form this sheet,ide never get it in the rollers..ime going to
have to think when i see something that doesnt match my real world experiance...gun port plates on a compound curved surface are easy in real life,but i found modelling them in gmax quite awkward,so they will be texture
mapped instead,okay so i chickened out on that one...this is fun...jim

i will try diff map techniques,this will do the job,but maybe,top,bott,left,right, will be more intuitive to decorate in paintshop...what ime really doing is experimenting
to find out whats possible and what suits me...tutorials are a great help,but in the end you have to find your own modus operandi.......cheers everybody.....jim
 
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Something Max9 has that I wish GMax had also is "automatic unwrap..." :D
 
Something Max9 has that I wish GMax had also is "automatic unwrap..." :D

Automatic Unwrap? Never heard of that. :confused:


- Edit: And again, a bit of googling made the question (apparently) obsolete. Is it something like that (Flatten Mapping)?

http://www.waylon-art.com/uvw_tutorial/uvwtut_05.html

If yes, I think that normal mapping is way superior since it leaves your selected geometry in one piece which greatly helps with creating textures.
 
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i think ive got it

if any of you geniuses are interested,ive finally lit the dim light above my head.
today i practised selecting by mat id,uvw mapping,uvw unwrap to build my export to md3, and lith to paintshop pro...as a test run only, but i am confident i can repeat in the final run, allowing for glitches of course...i can
model, i can export, i can fly around in fsx/acc...i can uvw.

ime catching you experts up.....theres a word for that, i think the word is hubris....i wouldnt have made it this far without all your help.

ive got a bottle of a rather nice speyside single malt, so ime of to drink your health,,,thanks to all, i will be back when the hangover wears off..jim
 
i will be back when the hangover wears off..

Hangover? From a good single malt? Is that even possible? :D

Other than that, good you've figured it out! UVW mapping is a very important step in getting a model into MSFS.
 
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