sixb0nes 0 Posted July 6, 2004 Share Posted July 6, 2004 Please see my Sten MK II Model .. and texture exported from UVW Unwrap + Texporter. Now on to my questions: 1) At what point should I try to combine "like" sides which would be identical (ie. the two sides of the stock)? ... is this done when I UVW Unwrap? As you can see by my texture screenshot, there is much redundancy. 2) What method would everyone recommend when actually doing the texporter export? Should I include edges? Should I try and export as a solid colour? Just looking for some tips before I begin work in Paint Shop Pro. Someone on another forum suggested welding on the uvw texture, though he didn't care to elaborate. Maybe someone here can. As best I understand welding is just to fix individual vertices that aren't matching up? Thanks for any responses! Quote Link to post Share on other sites
swartsz 7 Posted July 6, 2004 Share Posted July 6, 2004 1) yes you should do this when you are unwrapping, saves you the trouble of skinning 2 sides that look the same. 2) i personally use only the edges. Quote Link to post Share on other sites
sixb0nes 0 Posted July 6, 2004 Author Share Posted July 6, 2004 1) yes you should do this when you are unwrapping, saves you the trouble of skinning 2 sides that look the same. 2) i personally use only the edges. Thanks swartsz. Quick questions about your response. It all stems from my lack of knowledge on the subject. Is it just as simple as selecting the like objects in the UVW Editor and, say, mirror/flip them so they match up? Can I botch myself up by doing this if I flip it the wrong way/etc? If they don't match up "exactly" will it greatly affect the outcome if I tweak the vertices? Thanks again for your help Quote Link to post Share on other sites
swartsz 7 Posted July 6, 2004 Share Posted July 6, 2004 (edited) that is one way or you could select the faces on both sides of the model before you enter the Edit UWV window. Edited July 6, 2004 by swartsz Quote Link to post Share on other sites
sixb0nes 0 Posted July 6, 2004 Author Share Posted July 6, 2004 (edited) that is one way or you should select the faces on both sides of the model before you enter the Edit UWV window. Great! I haven't managed to get them to assign in the UVW after selecting them, but I will keep trying Taking a few steps back, do you recommend collapsing the model prior to starting the UVW editing? (which I currently do) Cheers! Edited July 6, 2004 by sixb0nes Quote Link to post Share on other sites
swartsz 7 Posted July 6, 2004 Share Posted July 6, 2004 you could that. but i also recommend saving a version with collapsing it if you want to make some changes later. Quote Link to post Share on other sites
sixb0nes 0 Posted July 6, 2004 Author Share Posted July 6, 2004 Great! Well I'm starting to wonder how daunting this task is If I select the whole collapsed model, and do a flatten map on it, I get a whole whack of faces which aren't all necessary. I guess I'm just trying to find the best way to limit the amount of faces on the UVW map - only the ones I need. If I do "Select Faces" under the Unwrap UVW modifier, it selects them in the UVW Editor - but where does that get me? Should I do that for each face I want and drag them around out of the blob of other faces? Maybe a quick run-through of how you do it would help me out. I'm struggling to see an easy way to accomplish this. Quote Link to post Share on other sites
swartsz 7 Posted July 6, 2004 Share Posted July 6, 2004 If I do "Select Faces" under the Unwrap UVW modifier, it selects them in the UVW Editor - but where does that get me? Should I do that for each face I want and drag them around out of the blob of other faces? that is basicly how i do it, i select the faces i want and i the Edit UWV window i move them from the rest of the mesh, later when i am finished with all the faces i place them back in a nice order in the lightblue box and export it with the texporter plugin. also if you want more info on the subject, here is a good tutorial i used a lot when i was learning how to do it: http://chaos.waveartists.com/forum/index.php?showtopic=282 Quote Link to post Share on other sites
sixb0nes 0 Posted July 6, 2004 Author Share Posted July 6, 2004 Great, sir! You have been a great help. Man, these forums have some of the friendliest & responsive people I've met in a long time. Kudos! Quote Link to post Share on other sites
swartsz 7 Posted July 6, 2004 Share Posted July 6, 2004 no problem m8, we are all here to help! Quote Link to post Share on other sites
pz3 338 Posted July 9, 2004 Share Posted July 9, 2004 Am i the only one that uses morpher to flatten the entire model out then use texporter and put it back together and paint it? Quote Link to post Share on other sites
SnowFella 8 Posted July 9, 2004 Share Posted July 9, 2004 On the few occations where I've handpainted textures I've always used the "render to texture" feature that comes with 3dsm 5.1 I've simply just laid out my mapping and then rendered that layout out as a .bmp Quote Link to post Share on other sites
pz3 338 Posted July 10, 2004 Share Posted July 10, 2004 (edited) Render to map is easy and quick but confusing ... made this auroroa with it ... but it was complicated... hard to tell where polys meet some times and then paint them to get it to look right. but with morphin you have complete control and very very accurate mapping too. Kind of like my m639 i did here... but this is the first time i ever mapped this way... I been playing around with it mapping spheres and cylinders. Mapping this way can be complicated too .... id explain it better but dont have the time perhaps ill write a tutorial on it later. Edited July 10, 2004 by Prozac360 Quote Link to post Share on other sites
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