Posted: Tue Sep 18, 2007 9:49 pm
First things first - mapping.
If there's no uvmapping found, well that's because you haven't mapped it :)
In Gmax you do that using two modifiers: UVW Map, and UVW Unwrap.
UVW map lets you assign different kinds of mapping to your model. You can use the modifier to map the whole model, by simply adding it to the stack and choosing a mapping type (spherical, planar, cylindrical etc etc). That's not likely to be useful, though, except as a first step to get most of the mapping into a rough shape before tweaking it. Or if you have an incredibly simple model, like a simple plane for a flag or something.
Better is to think about your model in terms of mapping "chunks" (for want of a better term). So, looking at your bison: well, the body is probably mostly cylindrical. So you'd add an edit mesh modifier, select the polys that make up the body; then, with those still selected, add a UVW Map modifier, and choose "cylindrical". Then you'd repeat the process for the legs (also cylindrical, only in a different axis), maybe the tail (perhaps just simple planar mapping), and the face, which is likely to be the trickiest bit (probably a combination of planar and spherical/cylindrical).
Once you're done with that, you can move onto the next step - UVW Unwrap. Another modifier, you just add it to the stack in the same way. Where UVW Map assigns different kinds of mapping, UVW Unwrap lets you edit the results.
So let's say you've added some mapping to your model, as above. Add the UVW Unwrap modifier to your model, then select it; click the Edit button, and you should see the beginnings of your texture template laid out for you. Now you can begin the painful process of tweaking the layout. Your aim is to fill as much of the space as possible without introducing too much distortion, and without missing out any polys.
You can also do a bit of simple mapping here, too: in the UVW Unwrap edit mode (basically, with it highlighted) you can select faces on your model and apply simple planar mapping to them.
It's essential to add a chequerboard material to the model for all of this. Basically, a bitmap that has a load of squares on it. When your mapping's good, you'll see squares on the model in the viewport too. When the mapping's bad you'll see where it's tearing etc.
Once you've done with this whole lengthy process, Gmax doesn't actually have a simple way to export the template file. You literally have to screencap the UVW Edit screen, past that into a paint prog and save it.
Finally: there are tools that automate the process for you. Others on this forum use Lithunwrap. If I use automated tools, I use Chiliskinner, which is a free script that works with Gmax. Actually I think I've described it before in other posts. Maybe you could explore that as an option too. It ain't perfect but it can speed up the process no end. Not as good for organic shapes though.
Mapping a model properly is at least as involved and time-consuming as actually building it. Way too complicated to explain in detail here, but hopefully I've given you enough pointers to go Googling for more info... feel free to ask Qs though, I'll help if I can.
Finally finally: don't even bother with the skeletal stuff until you've got the mapping sorted out!
f
If there's no uvmapping found, well that's because you haven't mapped it :)
In Gmax you do that using two modifiers: UVW Map, and UVW Unwrap.
UVW map lets you assign different kinds of mapping to your model. You can use the modifier to map the whole model, by simply adding it to the stack and choosing a mapping type (spherical, planar, cylindrical etc etc). That's not likely to be useful, though, except as a first step to get most of the mapping into a rough shape before tweaking it. Or if you have an incredibly simple model, like a simple plane for a flag or something.
Better is to think about your model in terms of mapping "chunks" (for want of a better term). So, looking at your bison: well, the body is probably mostly cylindrical. So you'd add an edit mesh modifier, select the polys that make up the body; then, with those still selected, add a UVW Map modifier, and choose "cylindrical". Then you'd repeat the process for the legs (also cylindrical, only in a different axis), maybe the tail (perhaps just simple planar mapping), and the face, which is likely to be the trickiest bit (probably a combination of planar and spherical/cylindrical).
Once you're done with that, you can move onto the next step - UVW Unwrap. Another modifier, you just add it to the stack in the same way. Where UVW Map assigns different kinds of mapping, UVW Unwrap lets you edit the results.
So let's say you've added some mapping to your model, as above. Add the UVW Unwrap modifier to your model, then select it; click the Edit button, and you should see the beginnings of your texture template laid out for you. Now you can begin the painful process of tweaking the layout. Your aim is to fill as much of the space as possible without introducing too much distortion, and without missing out any polys.
You can also do a bit of simple mapping here, too: in the UVW Unwrap edit mode (basically, with it highlighted) you can select faces on your model and apply simple planar mapping to them.
It's essential to add a chequerboard material to the model for all of this. Basically, a bitmap that has a load of squares on it. When your mapping's good, you'll see squares on the model in the viewport too. When the mapping's bad you'll see where it's tearing etc.
Once you've done with this whole lengthy process, Gmax doesn't actually have a simple way to export the template file. You literally have to screencap the UVW Edit screen, past that into a paint prog and save it.
Finally: there are tools that automate the process for you. Others on this forum use Lithunwrap. If I use automated tools, I use Chiliskinner, which is a free script that works with Gmax. Actually I think I've described it before in other posts. Maybe you could explore that as an option too. It ain't perfect but it can speed up the process no end. Not as good for organic shapes though.
Mapping a model properly is at least as involved and time-consuming as actually building it. Way too complicated to explain in detail here, but hopefully I've given you enough pointers to go Googling for more info... feel free to ask Qs though, I'll help if I can.
Finally finally: don't even bother with the skeletal stuff until you've got the mapping sorted out!
f