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Gmax UVW cropping Cylinder method

PostPosted: Thu Oct 30, 2008 9:15 am
by Brett_Henderson
I'm sure I'm overlooking something (again), so I'm looking for help (again)..

I'm trying to map a cylindrical fuselage..

Re: Gmax UVW cropping Cylinder method

PostPosted: Thu Oct 30, 2008 12:41 pm
by Fr. Bill
As I wrote on your thread at freeflightdesign.com that tool has no affect on an exported model. It is only for use within Max/GMax.

Instead, add a UVW Unwrap modifier above your UVW Map, and then click the "Edit" button to open the UVW Editor.

Using the select/move tool, lasso all your mesh vertices and then move/resize as needed to arrange them on your template.

Now your exported model's UVW Map will work in the sim...

Re: Gmax UVW cropping Cylinder method

PostPosted: Thu Oct 30, 2008 1:37 pm
by Brett_Henderson
**I'm answering here as well as FFDS**

Holy moly !

Re: Gmax UVW cropping Cylinder method

PostPosted: Wed Nov 19, 2008 10:39 am
by HarvesteR
think if it like this:

UVWmap modifier is like wrapping a textured foil around your model

UVW Unwrap modifier is the exact opposite, you're mapping vertexes onto the texture

they each have their advantages over the other... for intance, UVW unwrap is better for when you have a single bitmap that contains textures for many parts, and UVW map is better when you have a tiling texture (like floor carpet)

do not use the material bitmap tools, since they have no effect on the model after export and will just make things a lot more confusing in Max, those tools are there for making renderings and animations, not game models

Oh, and trust me... the Oohh Aahhs will just keep on coming... i've been messing with this thing for 5 years and i still get surprised
(i don't think even the guys at AutoDesk each know the entire program  ;) )

Cheers

Re: Gmax UVW cropping Cylinder method

PostPosted: Wed Nov 19, 2008 11:08 am
by Fr. Bill
Frankly, I think it's more useful to think of a UVW Map as if it were a camera taking a "photograph" of the mesh...

...UVW Unwrap is the studio where the "photographs" are developed.  The only purpose of UVW Unwrap is to prepare the UVW Map(s) for the UVW Editor, where all the layout and design for the final, composited mesh "photograph" is generated: the texture template... ;)

Some folks try to avoid the UVW Unwrap/UVW Editor entirely by using the Gizmo to adjust the UVW Map's "viewport", but I much prefer to use the tools as intended.  8-)

Re: Gmax UVW cropping Cylinder method

PostPosted: Wed Nov 19, 2008 12:45 pm
by Brett_Henderson
I can vsualize it both ways..  I was just bound and determined to NOT have my lettering and rivets get "stretched" by the normal UVM map again. I knew there was a way to truly "wrap" the texture around a fuselage, and as usual, the fine members of this community came to the rescue  :D

It's working out pretty well..

http://www.simviation.com/cgi-bin/yabb2 ... 1227100350

Re: Gmax UVW cropping Cylinder method

PostPosted: Wed Nov 19, 2008 10:36 pm
by HarvesteR
looking good there!! nice clean and sharp textures  :D

they don't look stretched at all now (albeit i don't know how they looked before, but they do look good now  ;) )

Cheers