Changing the UV maps and Relinking the model's Textures


Mortar
12-18-2003, 10:36 AM
How do i set new UV maps for a model ?

http://pokemart.dodhq.net/allied/carbine.php
See the first carbine ?
Devin my master did a great carbine, i think it's the best looking model around but my only problem with it is the textures are all gathered in 1 file which makes them very low quality in terms of colors / res.

My question is how do i seperate them and how do i link the areas in the model to read the new textures ?

thanks in advnace.

Trigger
12-18-2003, 12:42 PM
You basically have to remap the whole thing, though in this case it will be more like rearranging the various pieces of the map.

Mortar
12-18-2003, 01:01 PM
Originally posted by Trigger
You basically have to remap the whole thing, though in this case it will be more like rearranging the various pieces of the map.
But you didn't answered my question ;/
?! H-O-W !?

Kiff
12-18-2003, 07:07 PM
Depends what programs you have.

I'd export the carbine as a 3ds file from milkshape. Import to 3d studio max then use the unwrap uvw modifier to create a new uvw map.

Then use the plugin textporter to create the actual bmp, jpg whatever to texture.

That's how i do it.

Mortar
12-18-2003, 07:11 PM
The only 3D editing program i have is milkshape.

Grain
12-18-2003, 11:05 PM
Here is what you do.

Open the Reference.smd in Milkshape.

Use the Face selector and select all the faces you want to put onto a new texture, then "copy to new group". Create a new material and assign it to the new group. When you copied it, it should have preserved the UV mapping so you won’t have to do it again. Now just repeat this for the rest of the model until you have all the faces in new groups. Then delete the old groups. Then save it back to Reference.smd and go ahead skinning it. The size of each texture is determined at the time you compile by the size of the textures you have in your directory.

Mortar
12-19-2003, 05:41 AM
Great man ! you helped me big time ;-)

Mortar
12-19-2003, 05:53 AM
Ok that's just 1 step, i did what you said, not sure i did it JUST like you said :P anyway... i don't have the old UV maps cause i used a new texture ... nm, anyway the carbine was just an example for my question, i was working on moh's tommy and i took the wooden part where you grip the tommy and seperate it to a new group with a new texture, the texture is the one from bruta's latest tommy skin.

for some reason the UV map for that texture is 15 times smaller then the whole texture so i get a very low res. wood, which is gay :P

how do i make a new UV map to fit the new texture in terms of size and shape.

i want to fit like a glove.


Thanks in advnace.


P.S
If you didn't understand what i was talking about i can upload that project of mine.

Grain
12-19-2003, 02:33 PM
Originally posted by Mortar
Ok that's just 1 step, i did what you said, not sure i did it JUST like you said :P anyway... i don't have the old UV maps cause i used a new texture ... nm, anyway the carbine was just an example for my question, i was working on moh's tommy and i took the wooden part where you grip the tommy and seperate it to a new group with a new texture, the texture is the one from bruta's latest tommy skin.

for some reason the UV map for that texture is 15 times smaller then the whole texture so i get a very low res. wood, which is gay :P

how do i make a new UV map to fit the new texture in terms of size and shape.

i want to fit like a glove.


Thanks in advnace.


P.S
If you didn't understand what i was talking about i can upload that project of mine.

In the UV editor window there should be a scale option. The UV map has the same shape as before just not the same size. All you need do is scale it.

Mortar
12-19-2003, 03:01 PM
Can you be more specific ?

Grain
12-21-2003, 01:49 AM
Not really. Its extremely simple.

Mortar
12-21-2003, 05:50 AM
My problem was i was opening the editor without any model parts linked... :[
Thanks for the help though, it helped me a LOT!

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