That's right, folks, finally we have irrevocable evidence that Inyri should be a presenter on Mythbusters! She certainly has the terminology (or lack of), as we joked about on MSN for a while.
First, two notes: 1 - This tutorial is NOT game-specific. Well, OK, the tutorial is game-specific, but the actual process for UV mapping is not. 2 - This tutorial works best if you have Gmax open in front of you.
Anyway, bottom line is, if you have trouble UV mapping your models in Gmax, this tutorial might just be the salvation you've been craving.
You'll be talked through the process of generating and organising the blank skinmap for your model, straightening out any potential texture errors before you begin, as well as getting some top advice.
However, to address one of Inyri's primary concerns, I shall add the following to the review.
perpendicular Adjective 1. (geometry) At or forming a right angle "In a house, most walls are perpendicular to the floor."
And for the record, I'm heavily assured that the tool referred to as "yellow gizmo", is actually called the yellow gizmo. >_>
This tutorial covers simple UV mapping in gmax. It does not cover advanced techniques, but it should be enough to get you started with simpler models, giving you the tools you need to adapt your technique to more complex models. This tutorial does *not* cover modelling, or the basic usage of gmax. You should know these before attempting to UV map any model. Please contact me with questions at email@example.com. Keep in mind that I don't normally use gmax, so I probably know less about it than you do. -Inyri
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