This should break your complex shape into a bunch of separated parts which will be easier to map. Where it says "Back/Front Mapping ", change it to "Box Mapping", keeping all the values the same. If you have a complex shape that needs to be mapped, select all the faces, then in the UVW Editor, click on the "Mapping" menu, then go down to "Normal Mapping". Again, drag the cylinder UVs (which should actually look like a square with parallel vertical lines through it) to the side of the UV map, where it won't get in your way. Once you're satisfied, deselect "Cylindrical" for the final time. You'll have to click on "Cylindrical" yet again to re-map the UVs. If you have accidentally forgotten to select a face, click on "Cylindrical" again (this will allow you to select faces again) and then use CTRL+Left Click to select the missing faces. If you have problems, make sure all the faces are selected. Click on "Cylindrical", then click on "Best Align" once it is selectable. Those should be mapped separately), then look under the "Map Parameters" section again. To map a cylinder, select all the side faces (Not the top and bottom. Drag it off to the side of the UV map for now, once we have it mapped, we move on to the next few sides.Īfter all the larger surfaces have been mapped to 2D planes, it's time to get to work on the cylinders and more complex shapes. What you'll see in the UVW Editor is a 2D representation of that face, or side. Once you have a whole side selected, click on the "Quick Planar Map" button under "Map Parameters" (make sure that "Averaged Normals" is selected). To planar map a surface, start by selecting the polygons that compose it. Don't go straight for the cylinders or more complex shapes just yet, or you'll get some very wonky results. The best way to go about this is to start planar mapping all large, flat surfaces. Before you panic, take a deep breath, and try to get comfortable. This will bring up the UVW Editor.Ĭhances are that you'll be greeted by a mess of green and white lines on a blue-white grid. Under "Parameters", click on the "Edit." button. Below this, you'll find three boxes: "Selection Parameters", "Parameters", and "Map Parameters". This will bring up the Modifiers Tab on the right-hand side of the screen, as well as automatically add the "Unwrap UVW" modifier to the list. First, with the model selected, go to the "Modifiers" menu, then go down to "UV Coordinates", then select "Unwrap UVW". Now that we know what we're dealing with, let's get to work. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangle shaped piece of the image map and pasting it onto a triangle on the object. The image is called a UV texture map, but it's just an ordinary image. wrote: To put it simply, UV texturing permits polygons that make up a 3D object to be painted with color from an image. Before you even think about closing up 3DS Max, you should first unwrap the UV coordinates of your model. You've done a bunch of renders of it and sent them off to the interweb for critique, found out that people there love it almost as much as you do. Here's the situation: You have a beautiful model that you just finished making in 3DS Max. Here are some cheaper alternatives that can get the job done just as well:Īrtweaver - Part 1: The UV Unwrap While Photoshop is an excellent tool, it can be a bit pricey (especially after buying 3DS Max 9). Red Alert 3 (1.12 Patch) and the Mod SDK ( )ĬrazyBump, or a similar program that creates Normals from a height map. By the end of this, you'll be able to fully texture a model that can be used in Red Alert 3 mods.īefore we get started, please take a look at this tutorial by Koroshiya_Ichi:, which covers the basics of 3D textures in general, and will be useful to keep in mind while going through this tutorial. The goal of this tutorial is to educate people on how to unwrap and texture in 3DS Max and other 3rd party programs. If you have anything to add, or you see something that is incorrect, please send me a PM as soon as you can. Please note that there are a ton of different ways to do this, and my method describes what I think is the easiest way to go about texturing. Hey guys, I figured that since certain non-specific mods have yet to release textured models, it would be beneficial to the Red Alert 3 Modding Community to put up a texturing tutorial.
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