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Full Version: Need some technical support on texturing
SWR Productions Forum > Game Modding and Development > Generals/Zerohour Modding
A34Comet


I made a model myself and stuck on texturing——there is too much polys and I can't just detech them one by one...plus even I can grab what I need from other textures I still need to pull them together.

I got a chilliskinner but not really know the general procedure. Can anyone give me a basic tutorial?
Oliver
Is that gmax? Drop it and get 3ds max 7 or 8... Is easier to do the UVW unwrap... There you simple select the uvw unwrap modifier and just select the faces to scan
A34Comet
QUOTE (Oliver @ 23 Feb 2018, 5:43) *
Is that gmax? Drop it and get 3ds max 7 or 8... Is easier to do the UVW unwrap... There you simple select the uvw unwrap modifier and just select the faces to scan

Thanks that is very helpful. Yet I have another problem, some poly is a line on UV map, how can I solve this?
A34Comet
A34Comet
QUOTE (A34Comet @ 23 Feb 2018, 10:36) *

Oh, again I found it myself just after I post the question
GearsGoAwryMan
I had an old tutorial on modding for R A 3 that's still partly applicable to this subject. Generals is a bit different with the exporting and finalization but the grand sheme is the same.
Unfortunatly, I don't recall 3ds 8/7 being able to use the w3d export tool (or can it and did i simply lose it?). In general though, when polygons appear as lines on your map you're mapping them from the wrong plane. Unwrapping takes a bit getting used to, it might be best to simply google some youtube tutorials to get a rough feel for it and then mess a lot with it on random simple models.

Here's my old R A 3 tutorial, and here's ferrishweel's excellent unwrapping tutorial. (again for R A 3, but you can use the basics for the UVW unwrapping and then ignore everything past part 1)
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