• 3DS Max UV Unwrapping
    8 replies, posted
in 3DS Max the in the Edit UVWs window after i have the UV's where i want them and need to apply the textures, how do i import the textures to start applying to the UV map?
Press M, standard texture, go to diffuse, then bitmap, then find the image you want.
Press 'M' to open the Material Editor and there create a material, apply the texture you have as diffuse map and then just drag'n'drop it to the model (or click Assign Material to Selection)
Thats more or less what I said. ;) Ferdam was more succinct than I was though.
[IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/10888491_423915531105992_1226570082055826983_n.jpg?oh=ad3f0a6538d104e9eda2bd0df5bff2cd&oe=54FD7D2D&__gda__=1429499975_aa0f6b48add903fd43d6bc72bc2fbf14[/IMG] [editline]30th December 2014[/editline] applying textures turns a solid color, how do i make the UV maps detect the placement or scale i need the textures to be [editline]30th December 2014[/editline] it does this on all parts of the model
Your model uses multiple textures for each part ? If so, you'll need to create a material using 'Multi/Sub-Object' type ([URL]http://puu.sh/dRbDH/0479c0feb3.png[/URL] - the one highlighted) edit: [QUOTE=angel natavi;46822511]Thats more or less what I said. ;) Ferdam was more succinct than I was though.[/QUOTE] Sorry. didn't see you posted first, but yea, I detailed more because the OP seems to be not so used to 3ds max.
i know how to apply textures to multiple parts of the model, i do it all the time, but this is a ps2 rip, the UV's are way too big, so they appear as 1 solid color when applied to anything, sizing the UV's down doesn't seem to work either, i don't know how to get them to display the correct size
I do this alot: Spawn a box. Just a regular box and make it an editable mesh. Attach the geometry you need to work with to the box via the box itself. This saves the UV Mapping to the geometry you're working with without collapsing and risking losing any of the objects. I've found when working with 10 or more pieces that need to be altered, they tend to fritz and vanish when collapsing to a mesh. Anyway, apply the texture as normal, and be sure to hit that icon that says "Display in window". Then UV unwrap it again, but this time put the texture to it instead of the checkerboard pattern. This way, you can alter the UV coordinates to the texture itself.
i don't understand fully what you're saying to do, i don't know what "apply the texture as a normal" means, "then uv unwrap it again but this time put the texture to it instead of the checkerboard patter" it was never applied to the checkerboard pattern screen, i don't know how to put textures to the checkerboard pattern [editline]30th December 2014[/editline] the wireframed parts on the checkerboard screen also resemble nothing of what the textures look like, so i have no idea how i'm supposed to match them [editline]30th December 2014[/editline] OK, I got them to be the right scaling/size, but now i can't seem to get them in the right place without the textures almost "looping" like he has a jacket and shirt on under his jacket, the shirt textures are in the right place but they also are on parts of his jacket, they are both in the same texture image, just won't place on him separately
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