Help with UV mapping -1 reply

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Guest

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#1 11 years ago

I've been working on a version 2 of the Guybrush Threepwood skin, and am having trouble with the UV mapping. I altered the original Dante model glm with Milkshape and tried using LithUnwrap to make a new UV map. The problem is that only the original portions of the model (the parts I didn't alter) show up as textured, any parts I changed aren't mapped. I think the problem might be that there's already a UV from the original model; if so how do I get rid of it? Anyway, any help/ideas would be appreciated. Here's a screenshot: screenshotze9.jpg




[LA]-Silver

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7th September 2003

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#2 11 years ago

the fact that the model is already uvwmapped shouldn't interfere. You just need to uvwmap the new parts. How? Idk, im no milkshape user.




Inyri Forge VIP Member

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#3 11 years ago

Do you have permission from graves to alter his model? That should be your primary concern. Your next concern should be the fact that you can't compile player models with Milkshape.




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#4 11 years ago

I just e-mailed Graves to see if he'd let me alter the model. Thanks for reminding me about that, I hadn't thought about doing that (whoops!). And as for the model...this is my first attempt at changing anything else besides the textures, so I'm still learning. So what exactly do you mean by compiling? And if you can't do it in Milkshape, what can you use?




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#5 11 years ago

Firstly I don't believe there's a fully functional XSI exporter for milkshape, meaning you can't export it to the necessary format. Also as far as I remember milkshape does not support the needed heirarchy functions to make a model function properly, so even if you had the skeleton (which doesn't exist for milkshape, to the best of my knoweldge) and an XSI exporter, it still wouldn't export right.

I believe the only free option that supports player and vehicle compilation is XSI Mod Tools. I'm not familiar with that piece of software, however.




Guest

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#6 11 years ago

Well, I'm bringing this thread back, but not without good reason.:nodding: I still have questions about UV mapping. I'm still working on the Guyrush model (I did get permission from Graves); after taking a short sabbatical I picked it up again. I figured out what I was doing wrong before and got most of the model mapped out. But I still have a couple of questions: 1. Is there any way to mirror groups (such as left hand and right hand) so that they have the same UV map? (I'm using GMax) 2. Is there a way to map the objects so you can have several different groups on the same texture map? I know there must be but I haven't figured out how. I've looked on several tutorials but haven't been able to find the help I need, so any suggestions would be appreciated!




Jose Carlos

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#7 11 years ago

If you want two things to use the same area of the UV map, you'd have to delete one, UV map the other and then mirror it. That'll create an exact copy of the object you mirrored, including the UV map. As for getting several objects onto one UV map, you have to attach them till they're a single object, then edit the map so that the parts don't overlap.