Cylindrical) to fit the texture to the model and jump to step 27.14.For more complicated texturing using unwrapping, first set the length and width values inthe "
UVW Map
" to match your intended texture size (remember to keep texture pixel sizesto a power of two e.g. 512 x 512).15.In the "
Modify
" tab on the right, click on the drop down "
Modify List
" tab again andchoose "
Unwrap UVW
" to add it to the stack above your UVW Map.16.In the "
Unwrap UVW
" modifier click the big "
Edit
" button in the parameters section.17.In the new window's menu bar select "
Mapping > Flatten Mapping..
" then setthe "
Face Value Threshold
" parameter to about "
66
" and click "
OK
". This should show anunfolded wire-frame of your model with the texture behind it.18.Arrange the wire-frame to fit neatly in the thick blue bordered square. You can use themove/scale/rotate/flip tools to help. For parts of the model that are mirrored and/or usethe same texture move them so that they overlap, highlight the shared vertices and press"CTRL" and "W" to weld them together. This is where the numbers texture comes inhandy to see if the different faces are aligned.19.When the UVW Map is unwrapped you can export it to your image editing program tocreate the final texture, either by using print screen on the Edit UVW window or by installing a UVW map exporter plug-in likeTexporter.20.To use Texporter unzip it into the max plugins folder (mine is
C:\3dsmax7\plugins
).21.To install Texporter click on the top menu bar in max and choose "
Customize >Plug-in Manager....
". Right click in the new "
Plug-in Manager
" window andchoose "
Load New Plug-in...
". Browse to the plugins folder where you unzipped Texporterand select the "
Texporter.dlu
" file.22.To run Texporter click on the "
Utilities
" tab that's four tabs along from the modify tab,then click on the "
More..
" button. Scroll down the list and select "
Texporter
".23.To export the texture UVW map set the image width and height to match the one youentered earlier, click on the "
Pick Object
" button and select the object you wanted toexport. Click on the "
save
" disk icon and choose a file name and save location.24.To create your texture open up the new image file in Adobe Photoshop or your otherimage editing program.25.Create a new layer above the UVW image and start to fill in the sections with theappropriate colours and detail.26.Save your finished texture (remember if using tga it needs to be uncompressed and allformat image sizes need to be a power of two square). If you want transparencies Irecommend using .png format and deleting the default background layer in Photoshop sothe checker-board appears, which signifies transparent areas.27.Replace the numbers texture with your new image as in step 7.28.Repeat the texturing process for each object in your scene, then make sure you collapsethe modifier stack down to an Editable Mesh by right clicking a modifier and choosing
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