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SciFiFan

There's not enough SciFi.

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19th February 2009

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#1 9 years ago

I have seen many of you talk about UV unwrapping to map your textures. I have also seen it mentioned in the Tutorials I have downloaded. I am using Milkshape 3d and do not know how this is done. I assume that the unwrapping means that when you map the texture, the image does not stretch on areas where the angle of the model changes. Am I right on this assumption or am I figuring something wrong?




Amateur

beginner on armada2files

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23rd April 2005

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#2 9 years ago

Hmm, not sure about Milkshape but I'll give a general overview... UV mapping is where you assign the parts of your texture to the model. Now, in Max it gets a bit complicated with all the projection thingies as well but basically you tell it how the texture goes on the model. It is quite a difficult tool to use though (at least, I find it is) so some texture stretching is likely, it just doesn't have to be noticeable. In Milkshape I think the Texture Co-Ordinate Editor does this, but I'm completely unfamiliar with it.




F/\}{I´3$

Illiterate? I'm FahreS

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24th March 2006

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#3 9 years ago

well afaik ms3d doesnt support uv mapping. what i do understand under uv mapping is mapping textures on cylinders or spheres in that way that every side looks the same. (that prevents from streched textures as youve mentioned)

but if you need an uv mapper, ive found the freeware "LithUnwrap", which does an acceptable job and is easy to use. it does also im- / export ms3d files!




SciFiFan

There's not enough SciFi.

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19th February 2009

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#4 9 years ago

Thank you both for your replies.

Amateur, I do use the coordinate editor but it is sometimes a pain.

Fahres, I just got done downloading that program. I will check it out.