New Model Issues

Voltron81

Chieftain
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Nov 13, 2008
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A small black Hole.
I having a bit a trouble with mapping. I have created a "aquamorph" Basically a sea-monster. The existing tutorials are off as i am using auto desk3ds max 9(most are of 7 i think). The closest i have come is after baking texture. It auto flattens and gives me a mess of pieces. I could probably deal with that however uneat but it has given me a UVW file for every object. (the fins, the teeth and spikes are seperate.)
Here is a 3ds max screen
mywork.jpg


Any help on mapping would be great.
 
The best (actually the only) way to do a texture maping for a low/medium polycount game model is by hand. Not saying that you can not use some helpful tools, but relying fully on some Auto-Unwrap function will give you a map that is inefficient, a pain to work with and if you are unlucky even screwy.

Here's a good tutorial on UVW mapping http://waylon-art.com/uvw_tutorial/uvwtut_01.html
It was made on a older version of 3ds max as well, but there is nothing wrong with a older tutorial - everything that was working in Max 7 still is in Max 9. And the interface stayed very cinsistant between versions as well. Also 3Ds Max usually ships with a set of tutorials updated for the current version (from help menu).

On this one you probably just want to apply planar maps to it's back and belly. If it is symmetric, delete a half of the body, map the other half, and then mirror. this will save both texture space and work time.
 
Another question about mapping. Is it normal for it saving several different map files? I have cones for teeth and spikes, spheres for eyes and a blowhole and the fins. (still under 1000) I can select all the parts and map them together (which i did) took Refar's suggestion mirroring afterward to save work and time (I worship you for that) when i save UVW it saves a different file for every obj. I dont know if this is normal or i have done something wrong out of inexperience.
Here is a screen:
mywork2-512.jpg

What i am trying to do is export my map file out so i can start with the texturing. Here is the file if someone wants to take a look at it.
 
I have Max 8, so i can't open your file. You could export to more portable 3ds or Nif - both retain all relevant settings - UV, Smoothing - if you want people to take a look.

But yes, it's normal for the auto-uwraper to put textures for separate objects in separate files. And even if working by hand, it's somewhat long-winded to get a consistent one-image unwrap for a collection of multiple objects.

Since it is desirable to have everyting in a single mesh in the game anyway, you should merge all objects before starting the UVW work. You can allways cut it apart again later, if for some reason needed, without loosing the UV (if you collapse the modifier)

Another thing - from the look of the model (edgy) you probably want to revisit the Smoothing Groops - with a orcanic object like this putting everything in just one smooting group might work out best... (The Smothing Grops controls are accessible from Polygon, Face or Mesh Sublevel)
 
Exported to a nif. It seemed there had to be a way to bind them together. I assume "assemble" did this but was not functioning any way that "I" intended. IT would make sense it is simple for grouping purposes. I am looking on how to "merge objects" now among by pluthoria of tutorials. Feel free to look it over though.

It is edger, but i was ify about the poly count. (I think i read somewhere that it should be kept under a thousand) So i have been trying to figure out a bang for buck ratio. However I can tell there is a lot of inefficiencies with the model construct itself concerning the faces. So i can assume that would be able to clean up a bit with better modeling practices. An organic model is probably not the easiest first model attempt, but it was on the top of my list of things to make for my mod.
 

Attachments

I made a few quick changes - UV and Some mesh properties only - the geometry is unchanged from yours.

First Smoothing groups - it's a way to make the mesh look smoother, without actually adding polys. The edges between polys in the same group will be "washed out", while the edges between different groups will come out more in contrast. You can use "Select By SG" button, to see what polys belong to what group.
Spoiler :
fishsmoothingsw1.jpg
UV-Mapping - Made everything a single object first (via Attach) and made it use the same material, so all texture can be edited at once.
Spoiler :
fishattxj0.jpg
Then just applied Pelt maps ("Best Alighn") to the back and belly. Planar would have worked as well.
Spoiler :
fishuv1ft9.jpg
The goal is allways to produce big chunks of continuous texture surface with minimal distortion - if possible.
fishuv2zo2.jpg


A more continuos UVW map is much easier to paint - i only painted the eye - after making it one round chunk of texture instead of multiple small blocks, it was just the matter of making a circle with a dark dot in the middle.
fishbz3.jpg


Another note - before animating it is good to reset and realighn the models pivot to the world - this way the Local and World coordinates/transformation are the same. This can help avoid some odd animation issues.
Spoiler :
fishpivotpn1.jpg
 
above and beyond Refar. That is all I have to say. Now i am going to run through this and try to do it for myself. ;)

I just have to say this: When i finally get this down pat, I will owe you some modeling. Units. buildings. First born. Whatever.
 
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