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Texturing in 3dsmax with Unwrap UVW [TEXTURING | 3/VC/SA]
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teun.steenbekkers  |
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Confused Clown

Group: Andolini Mafia Family
Joined: Feb 15, 2005


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Texturing in 3dsmax using Unwrap UVW Made by: Teun Steenbekkers
OK, I will explain about texturing in 3dsmax using the Unwrap UVW modifier, this is my first tutorial, I made it for a mate of mine who wanted to learn texturing in 3dsmax. Import your .DFF or create a model you want to texture. I've made this simple piece of land:

Go to the Material Browser and put a Multi/Sub-Object material in a slot, it has 10 slots standard. Make all the slots GTA Materials and name them all GTAMtl. Then click on the ‘None’ button next to Color and pick Bitmap. Choose a texture. Do this for all slots and add all the textures you want you’re model to have. The Multi/Sub-Object with GTA Materials:


Apply the material to the model. Then you need to divide the model into texture ID’s. Go to polygon mode and select the polygons which need the texture in Slot 1, set their ID to 1. Do this with the polygons who need texture 2, 3, etcetera. My model needs just 1 texture, and the texture is in Slot 1 as you saw in the above picture, so all the polygons have ID 1:

Now add the Unwrap UVW modifier to the stack. Select ‘Faces’ mode in there. Then in the field of ‘Select MatID’ enter the ID you want to texture. I prefer starting with ID 1 and going down the list:

I selected Box from the 'Map Parameters' list but for flat objects I use Planar, for buildings Box or Planar. I never use Cylindrical or Spherical. Click 'Fit' to fit the texture to the object. Click on 'Edit' and then on the modifier so it goes out of the sublevel Faces. Now you can move, scale, rotate or freeform the texture. I prefer freeform because it's easier to scale and move at the same time here:


Now you can scale and move the texture around, and look at what happens in 3D View at the same time:

When you’re happy with the results, close the UVW screen and right-click the Unwrap UVW modifier and choose Collapse To, pick Yes. Now my model is textured.:

Repeat these steps for the other Material ID's in the Multi/Sub-Object material and always collapse the Unwrap UVW modiefier to the Editable Mesh or Poly and make sure that when you export, the model is an Editable Mesh.
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teun.steenbekkers  |
Posted: Saturday, Feb 18 2006, 08:05
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Confused Clown

Group: Andolini Mafia Family
Joined: Feb 15, 2005


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Well thank you! I had been having quite some problems with this in the past and some people needed help, so...
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H13N.H3N  |
Posted: Tuesday, Dec 11 2007, 20:57
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Lands with a *Clunk*

Group: Members
Joined: Jul 20, 2007



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| QUOTE (teun.steenbekkers @ Dec 11 2007, 14:34) | Not sure I know what you mean. In Render to Texture, you can just select: 'Use existing channel' and select the one you used in Unwrap UVW or UVW Map.
Lol, very late:
@GT1: Personally I think for best precision, this method is better. But that's just my experience. | well, by default it is channel 3, if you change to existing channel (1), the model will no unwrap correctly, believe me i tried, the model will take the picture or skin and will only align the model over the skin, without making a real mapping, if that thing were to easy to do, be for sure that i knew already. any way, i'm going to see if i can attach the tut from the help of 3D Studio, as i said, thnks anyway.
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