Texturing in GMAX

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Texturing in GMAX

Postby smartguy24 » Sun Jan 21, 2007 1:48 pm

I've been following this tutorial:

http://www.windowlight.co.nz/simplebuilding.html

Been good to me so far, very detailed, but I can't get the "apply" button to light up for me so I can actually click it and apply my texture.

Followed all the instructions to the letter, what am I doing wrong here?
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Re: Texturing in GMAX

Postby brittair » Fri Jan 26, 2007 11:16 am

Sorry but this going to be vague as not got Gmax running at the moment but I remember having this issue once :o

Try selecting either the icon with the blue checked box or the arrow up icon to the right of the Name selector in the Material Editor window.

Hope it helps if not will look when I get Gmax up and running again.

If you can't wait Stevo at www.ukscenerydesign.co.uk will know for sure! ;)

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Re: Texturing in GMAX

Postby Travis » Mon Jan 29, 2007 4:32 am

When trying to apply a texture in Gmax, always open up the Material Editor by pressing M.  Then select the material you want to apply and it will invariably enable you to click "Apply".
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Re: Texturing in GMAX

Postby smartguy24 » Sat Feb 24, 2007 6:16 pm

Well this is good...I've managed to figure out how to apply the textures...turns out all I had to do was select my shape.

Inevitably, I've run into yet another snag.

The above linked tutorial advises me after unwrapping the UVW to select the "Named Selections" drop down.

One problem...I can't find it. Where is it?
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Re: Texturing in GMAX

Postby Katahu » Thu Mar 01, 2007 6:17 pm

This is how I apply textures onto my models:

1. Create a standard material while using the normal textures as a diffuse.

2. Select the object you want to texture and apply the UVW Map modifier.

3. Apply the texture.

4. Collapse the modifier stack.

5. Select the desired polygon of the object.

6. Apply the Unwrap UVW modifier while the polygons are still selected.

7. Use the EDIT tool in the modify area to properly align the desired polygon with a certain spot in the texture.

8. Once done, collapse the modifier stack once again.

9. Repeat from step 5 until finished.

I noticed that by collapsing the stack, you create a perminant print on the selected polygons so that you can move on to the next polygon without messing up the texture setup in the previous polygons. This trick is mainly used for FS scenery objects made in Gmax, but it's justb as useful when texturing aircraft.
Last edited by Katahu on Thu Mar 01, 2007 6:18 pm, edited 1 time in total.
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