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UVW Mapping in Gmax – tutorial series

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A new six-part tutorial series has been uploaded to the Resources here at FSDeveloper to get the beginning mapper going. Starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.

46thWQ.jpg


The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.

Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe's XA-38 Grizzly mesh (used with permission)!

I've tried not to repeat myself through the series, so if you're stuck on part 4 (for example) read parts 1 to 3 first.

Access it from the tutorial's Wiki page
 
Hi,

Nice resource! The Samples are OK, but the Tutorial parts give an error - not found.

Thanks,
 
The links to the various parts seem to be incomplete. I've cut the domain name so it won't collapse the rest of the link:
Code:
../forum/resources/uvw-mapping-in-gmax-part-1.135/UVW
If these are PDF files shouldn't there be a filename with a .pfd file extension?

I answered my own question. I downloaded the link you PM'd me the other day and note that the filename has been truncated from the links:
UVW Mapping in Gmax Part 1.PDF
I suspect that since everything after the "UVW" has been stripped off, the blank spaces in the "filename" are tripping up the forum's operating system...

...this should work:
UVW_Mapping_in_Gmax_Part_1.PDF
 
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In the mean time do a search for UVW Mapping in the resource/wiki area. You get all the links.

Or newest resources or Latest Resources
 
From Part 1 of the series:–

It’s also important to know that for every favourite method of mapping there are at least 5 or 6 alternatives: this series does not give the ultimate answers to life, the universe and mapping but I hope it helps novices like I was get started and provide ways of thinking around mapping problems.

Nothing in this series is new, I have shamelessly borrowed methods from many others and places and I want to record my appreciation to...

'nuff said
 
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Hello lads
Thank you for this; for sure it will be very useful for me. Downloading!

Take care and have a nice day!
Sergio.
:wave:
 
Awesome! Thanks Tom!

That will surely help many. It was a very difficult thing for me to learn.
 
The Gmax tutorial was different on how I map ID's but you end up with the same result with less adding to your modifier box.
I select the area i need then add an ID to it.
And i only have to add the UVW mapping from the modifier list 1 time for each area and then unwrap 1 time when finished selecting my mapped ID's. :wizard:
Does anyone else use this method? The modifier box stays empty this way as i noticed the tutorial has so many poly selects and UVW mappings added.:yikes:
 
The Gmax tutorial was different on how I map ID's but you end up with the same result with less adding to your modifier box.
I select the area i need then add an ID to it.
And i only have to add the UVW mapping from the modifier list 1 time for each area and then unwrap 1 time when finished selecting my mapped ID's.
Does anyone else use this method? The modifier box stays empty this way as i noticed the tutorial has so many poly selects and UVW mappings added.

DG, the material IDs are set in the tutorial without adding a single modifier to the object: they're done entirely from poly sub-object. As a matter of fact, you cannot set material IDs with a Poly select modifier, only select 'em.

The tutorial has eight Poly Select/UVW Mapping pairs because that's how the fuselage has been mapped in this example, in eight sections. If you re-read the tut you'll find the reasons why explained, but if you have an easier way to get to the same result then I'm all ears! :wave:


edit: see post #19 below
 
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Tom, this is long awaited. You know my frustrations.
Thanks for taking the time to put this together.
I'm hopeful your tutorial will get me over a hurdle I've been behind for quite some time.

"The grass is always greener on the other side".
I can't wait to cut the rug!

Thanks again :cool:
 
Here is how i do it.:stirthepo

Just convert to poly or mesh.
Highlight the first area.
Under material ID set to 1.
And select box for grouping 1.
Now add UVW map and scale 1.0 by 1.0
Now convert to poly and repeat steps for ID 2 through how ever many areas you have.
Now add the unwrap and all of your parts will show by ID in the edit UVW box.

tip:
You only want to unwrap 1 time so each map can be scaled at the same time keeping them in scale and i spread them out by ID's first.

tip:
If you need to re map any ID's, convert to poly select the ID under material and choose polygon and this will re highlight the area you had selected.
This helps incase you cut out another hole later in the project.
 
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We must be singing from the same hymnsheet DG, that's pretty much the method in the tutorial series. Great minds think alike! :laughing:

edit: but see post #19 below
 
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It is the same outcome just this method limits all those entries. And i can always keep converting back to poly anytime. Give it a try and let me know if you like it better.
By the way i am going to update the info above since i forgot to mention scaling 1.0 by 1.0 just like you do.
 
Actually I don't mention scaling in those terms, other tutorials do. I do talk about scaling, but those interested will find that in the later parts of the tut series.

edit: but see post #19 below
 
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Since the discussion is all encompassing, let me add .02$ from a scenery designer perspective. A big difference in Airport structures is the probable viewing angle. Since aircraft are the primary camera in flight simming, and aircraft normally view structures from the tarmac side, I always bias my scenery texture space to tarmac sides of structures. For this reason, I construct my textures, and apply them backwards from the concepts illustrated above, in which packing is intended to maintain equal resolution. Since I want peak resolution for certain views, and I work from photographs, I will pack my imagery onto a texture prior to setting up uvs. Then, using a planar uvmap, I'll assign the uvs to the image, rather than the other way around. This gives me control over the intentional bias of image resolution to the sides I want.
 
Thanks for the scenery designer's perspective bob, that approach is referred to (a bit) in Part 6 but your post gives more details. If you don't mind I'll incorporate this in the tutorial.

And after a PM conversation, it seems DG and I have been discussing different tutorials – by different authors... :confused: :oops:
 
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