Texture Mapping Models
by Richard Jones · in Artist Corner · 03/05/2002 (9:02 am) · 4 replies
Hi,
I'm fairly new to the art of creating 3D models, and I was wondering if anyone could give me a few tips on the process of texture mapping models.
For example, say I have a 3D model of a car and I want to create a single 256x256 texture map for it, how would I go about it?
I have seen a Max tutorial on this subject, but it seemed to assume the texture had already been created.
What I'm asking really, is when you create your texture, how do you know where everything will end up? Is it a case of just drawing all the different parts of the car on the bitmap anywhere and then assigning the sections in a 3D app, or is there a way of making some sort of default template of the model on a bitmap so you can detail the texture in a "colour by numbers" fashion.
Do you know what I mean?
If you could give details on this process regarding 3DStudioMax4 or Milkshape that would be great. :)
I'm fairly new to the art of creating 3D models, and I was wondering if anyone could give me a few tips on the process of texture mapping models.
For example, say I have a 3D model of a car and I want to create a single 256x256 texture map for it, how would I go about it?
I have seen a Max tutorial on this subject, but it seemed to assume the texture had already been created.
What I'm asking really, is when you create your texture, how do you know where everything will end up? Is it a case of just drawing all the different parts of the car on the bitmap anywhere and then assigning the sections in a 3D app, or is there a way of making some sort of default template of the model on a bitmap so you can detail the texture in a "colour by numbers" fashion.
Do you know what I mean?
If you could give details on this process regarding 3DStudioMax4 or Milkshape that would be great. :)
About the author
#2
Another way includes breaking apart a copy of the model, reattaching, and then using the Unwrap UVW modifier to position to UVW groups onto a map template. Some people like to use Chilliskinner to help automate the UVW template process, but I am not a big fan of Chilli.
There are a lot of other ways that could be mentioned, but there is no one single correct way to do this. Each artist has their own ways that they swear by and that works for them.
Also, I am onto my second draft of a UVW setup process that was shown to me by Joe Maruschak. If you can wait a week or two, this tutorial should be available by then.
Logan
03/05/2002 (9:24 am)
As decoy mentioned there are a lot of ways that you can do this from a lot of different sources. Another way includes breaking apart a copy of the model, reattaching, and then using the Unwrap UVW modifier to position to UVW groups onto a map template. Some people like to use Chilliskinner to help automate the UVW template process, but I am not a big fan of Chilli.
There are a lot of other ways that could be mentioned, but there is no one single correct way to do this. Each artist has their own ways that they swear by and that works for them.
Also, I am onto my second draft of a UVW setup process that was shown to me by Joe Maruschak. If you can wait a week or two, this tutorial should be available by then.
Logan
#3
Lithunwrap is probably the most popular UV mapper among Milkshape users, a lot of people swear by it. The best thing about it is it's free :-) and has a lot of features. I'm really surprised that the designer hasn't started charging for it.
http://www.geocities.com/lithunwrap
Texturetools has a UV mapper called Tru-V2 which uses a fairly unique approach to UVmapping but seems pretty effective. It costs about 70$, used to be 350$.
http://www.texturetools.com/
If you have the money you can get a copy of UView 2.0. It costs about 250$ on the site but is very powerful. It's designed to work with 3DS MAX and Lightwave.
http://www.cinegraphics.com
03/06/2002 (12:17 am)
The best way to learn how to skin 3d models is to do it. Start with simple stuff like swords before working on more complicated objects. Also, look at how other artists set up their texture maps. A good UV Mapping program can really speed up the process. Here are some links to UV Mapping programs I've tried. Lithunwrap is probably the most popular UV mapper among Milkshape users, a lot of people swear by it. The best thing about it is it's free :-) and has a lot of features. I'm really surprised that the designer hasn't started charging for it.
http://www.geocities.com/lithunwrap
Texturetools has a UV mapper called Tru-V2 which uses a fairly unique approach to UVmapping but seems pretty effective. It costs about 70$, used to be 350$.
http://www.texturetools.com/
If you have the money you can get a copy of UView 2.0. It costs about 250$ on the site but is very powerful. It's designed to work with 3DS MAX and Lightwave.
http://www.cinegraphics.com
#4
03/06/2002 (4:51 am)
Thanks for the tips guys :)
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