Chat Log: Major clod on mapping in max

Listed in: 3D Studio MAX
Date: 2000-03-10
Author: ali
22:22 MajorClod: OK, when you UVW map, you must first select the polys you want to map. Then do a UVW map modifier, and make sure it is set to planar. Face just maps the BMP indiviually to each face, basically like tiling.
22:22 BurnRubr: how i select the polys
22:23 BurnRubr: as only see options to select a face or edge to map
22:24 MajorClod: All you have to do is make sure there is an edit mesh, modifier there. In the subobject button menu it will have vertex, edge and face, make sure it is on face, then click each face individually to select it, holding control all the time so that you dont deselect any others
22:24 BurnRubr: yep get that
22:25 BurnRubr: square box poloygon that what i need
22:25 BurnRubr: under edit face
22:26 MajorClod: Umm, just wait, I'll get into max
22:26 MajorClod: yep the one in the middle of the two others
22:27 BurnRubr: then go uvm
22:27 MajorClod: yep, once you've selected them
22:27 BurnRubr: gizmo
22:27 BurnRubr: planner mapping
22:28 MajorClod: yep
22:28 BurnRubr: acquire to get bmp
22:28 MajorClod: make sure all you're views are set to solid + highlights in the views, vieport config
22:28 BurnRubr: mean bit map fit
22:29 BurnRubr: to get bmp
22:29 MajorClod: have you got you're BMP as a material in the material editor?
22:29 BurnRubr: not yet
22:29 BurnRubr: but can you get it in edit uv mode
22:29 MajorClod: no
22:30 MajorClod: you have to apply the material to the model
22:30 BurnRubr: oh how come it asks you to selct image
22:30 BurnRubr: select image with bitmap fit
22:30 BurnRubr: or that for something different
22:30 MajorClod: thats just so It can resize the yellow UVW map box to the BMP's size, you don't want that
22:31 MajorClod: go into the material editor, in tools
22:31 BurnRubr: done that
22:31 MajorClod: get one of the existing materials, click the little box next to the diffuse slot
22:31 BurnRubr: got some bark on the model now
22:31 BurnRubr: but mapped all over and not on the one side
22:32 MajorClod: we fix that later
22:32 MajorClod: are you in a new material?
22:32 BurnRubr: it auto placed bark over entire model
22:33 BurnRubr: and i can only change on the side i selcect the size of bark
22:33 MajorClod: get a new material, just one with a plain colour, and apply it to the model
22:34 BurnRubr: material editor I got bark and selected that
22:34 MajorClod: it has to be a .bmp in you're cars revolt dir
22:35 BurnRubr: i know i just testing with default jpg material to test things
22:36 MajorClod: Ok then, but with the UVW map its easier if you've got a template to work from, like a cars bmp
22:36 BurnRubr: ok
22:36 BurnRubr: i just trying to learn the right steps to follow just now
22:37 MajorClod: Ok then
22:37 BurnRubr: how to i go back to select another poly and put a new texture on that
22:37 MajorClod: after you've finished with the first UVW map, make a new edit mesh modifier,
22:38 MajorClod: it helps if you hide the poly's you have already mapped
22:38 MajorClod: so you don't click on them again
22:38 BurnRubr: how you hide
22:38 BurnRubr: do i just select editable mesh again in modifier stack ?
22:39 MajorClod: no
22:39 MajorClod: wait a sec
22:39 BurnRubr: ok
22:40 MajorClod: do you have edit mesh in the buttons list where you get UVW map?
22:40 BurnRubr: got editable mesh there
22:41 MajorClod: click the "more" button, then scroll down till you find edit mesh
22:43 BurnRubr: ok got it
22:43 MajorClod: now, go into the face part again, and mapped you're faces should be already selected
22:43 MajorClod: scroll down until you find hide button
22:44 BurnRubr: cant find face part again
22:45 MajorClod: in the sub-object thing, in the edit mesh modifier, where vertex and edge are
22:46 MajorClod: Oh yeah, what prog do you use for your NFS conversions?
22:47 BurnRubr: not find hide
22:47 BurnRubr: you need car cad
22:47 BurnRubr: and edit the car before exporting as 3ds file
22:47 BurnRubr: then you got to rexture the car
22:48 BurnRubr: ans no mapping is saved with 3ds export
22:49 MajorClod: you should have one box with the triangle, the square and the cube, then after that extrude, then tessellate, then explode, the after that about 7 buttons, hide is second from the bottom
22:52 BurnRubr: cant find hide still but will look later
22:52 BurnRubr: well that what i was doing worng i think not selecting square poly thing
22:52 MajorClod: ok then, in the edit mesh, select some other polys, then UVW map them, using planar, and keep doing that
22:53 MajorClod: just muck around with the UVW map to get it to line up with the .bmp textures
22:53 BurnRubr: can you just use that crop image thing to select the bit of bmp that i need
22:55 MajorClod: Umm, I don't know, but all I do is select the gizmo button thing, nomally where the vertex, edge and face thing is, then move that around in the x y or z views
22:55 MajorClod: and resize the box, etc. Just practice
22:56 BurnRubr: Major Clod just showed me what i doing wrong in max
22:56 BurnRubr: Thanks for that Major Clod
22:56 BurnRubr: one thing i was missing was not selecting that square poly thing

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