have model need textures
- MasterNiCron
- Posts: 582
- Joined: Wed Feb 17, 2010 10:57 pm
- Location: Frost
have model need textures
i have started to try to make a few models i made 1 that i think looks great but i no idea how to texture it. i am useing milkshape 3d to make it. could some one pleaz explan what i do from here?
There are lots of posts here that detail the process - search is your friend. There are many, many posts on "the internet" that do the same. Google is your friend.
Very short answer: once you have a mesh you are happy with:
1. You need to UV map it. That is the process of assigning texture coordinates (UV coordinates) to your model, so we know which face on the model gets which bit of texture. It is also known as "unfolding" or "mapping" or "flattening", because you have to (figuratively) dismantle the faces on your model so they can be arranged on a 2d texture map. Like origami, in reverse.
This is a simple UV map, showing a cube unwrapped to its UVs:
This is a more complex UV map of a face: http://www.mmatrailers.com/forums/attac ... 1192247153
In each case, you can see how the 3d mesh has been "flattened" to 2d, so that each polygon is represented as a 2d template you can paint on.
I have no idea how you do that in Milkshape, or even if it is possible. You might need to use a different unwrapping prog.
Learning how to unwrap a model properly is about as difficult as learning to model. It's easy to do a poor unwrapping job (= poor texture, usually) but doing it well means learning how and where to make seams, and all sorts of stuff I'm not gonna get into.
2. Once you have unwrapped your model, you must find a way to export those coordinates as a texture template - a bunch of outlines you can paint on to create textures.
3. Once you've done that you can paint it with some actual textures.
f
Very short answer: once you have a mesh you are happy with:
1. You need to UV map it. That is the process of assigning texture coordinates (UV coordinates) to your model, so we know which face on the model gets which bit of texture. It is also known as "unfolding" or "mapping" or "flattening", because you have to (figuratively) dismantle the faces on your model so they can be arranged on a 2d texture map. Like origami, in reverse.
This is a simple UV map, showing a cube unwrapped to its UVs:
This is a more complex UV map of a face: http://www.mmatrailers.com/forums/attac ... 1192247153
In each case, you can see how the 3d mesh has been "flattened" to 2d, so that each polygon is represented as a 2d template you can paint on.
I have no idea how you do that in Milkshape, or even if it is possible. You might need to use a different unwrapping prog.
Learning how to unwrap a model properly is about as difficult as learning to model. It's easy to do a poor unwrapping job (= poor texture, usually) but doing it well means learning how and where to make seams, and all sorts of stuff I'm not gonna get into.
2. Once you have unwrapped your model, you must find a way to export those coordinates as a texture template - a bunch of outlines you can paint on to create textures.
3. Once you've done that you can paint it with some actual textures.
f