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Old 03-05-07, 02:46 PM   #1
JU_88
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Are you a max user? THEN HELP ME!!! pretty please. ;)

Ok im relatively inexperienced with max, Ive only been doing it since June 06, I can make a model in max and I can make the skin in PS, but apply the skin to the model??
Waaaahhhhhh!!!

need to skin the parts in green seperatley...


...and keep all clusters together so i only have 1 TGA not 10


So as the pics would suggest im making the british Boheamath that was the T-class sub for use with SH3 (i hope)
Not the most attractive sub, but at 1500 tons with a 4"deck gun and 11 torpeedo tubes, shes a MONSTER!

Now ideally I want to get the whole skin on one single TGA, but I can live with two TGAs if I must (since the game allows for this.)

Im using UWV unwrap and using standard left/right mapping to get a nice neat cluster for the side of the hull, my question is:

Can i systemactically add clusters to the UWV unwrap tool? Ive got the hull covered, but can I grab the polys for the say ...
..the conning tower or deck and somehow add them to the same template as the hull cluster? to keep them on the same bitmap/TGA??? If so HOW?,
I need step by step -easy to follow -baby instructions on how to do this.

Is this a bad way of doing things? What am I doing wrong? I have two books on max 7 but the tutorials for skinning are totally useless!

Thanks to anyone who can help!! (Ref, Serg, cough, cough!)
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Old 03-05-07, 03:17 PM   #2
Kpt. Kozloff
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She's lovely. Reminds me of an elephant seal, kinda...
Great model!
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GWX1.03/Cmdr2.7/plus all sorts of tweaks
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Old 03-05-07, 04:01 PM   #3
JU_88
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thanks mate
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Old 03-05-07, 04:37 PM   #4
Kpt. Kozloff
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Quote:
Originally Posted by JU_88
thanks mate
Sorry i can't be more of a help but i'm not a 3D graphics guy. Just wanted to say that you're on to something great. I'll be looking forward to it's development.

I knew it reminded me of some kind of animal....

HMS Tapir

True seamonster...

P.s. There are so many ship models you'd love to see in a game.... For example i've noticed I-400 in your sig... damn i always wanted this one to be added to GWX.
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Last edited by Kpt. Kozloff; 03-05-07 at 04:47 PM.
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Old 03-05-07, 04:48 PM   #5
cobalt
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just assign new materials for the green faces
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Old 03-05-07, 05:15 PM   #6
JU_88
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@ colbat can you be more specific??

@everyone 96 views? and no max users or just few selfish ones ???

Last edited by JU_88; 03-05-07 at 06:17 PM.
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Old 03-05-07, 09:00 PM   #7
Madox58
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http://rapidshare.com/files/19618029/unwrapuvw.wmv.html

@JU 88, here is a nice windows media file that helped me greatly
with UV Mapping.

It's 27 megs but worth every byte!!!
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Old 03-05-07, 11:21 PM   #8
cobalt
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just use the material editor to assign a new material

select the faces and hit M
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Old 03-05-07, 11:41 PM   #9
zaunkonigII
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Quote:
Originally Posted by Kpt. Kozloff
Quote:
Originally Posted by JU_88
thanks mate
Sorry i can't be more of a help but i'm not a 3D graphics guy. Just wanted to say that you're on to something great. I'll be looking forward to it's development.

I knew it reminded me of some kind of animal....

HMS Tapir

True seamonster...

P.s. There are so many ship models you'd love to see in a game.... For example i've noticed I-400 in your sig... damn i always wanted this one to be added to GWX.
Mmmm.... I like it! I like it a LOT!

So, is this going to be playable, or what? An XXI alternative?
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BTW, hacked 8k impulse, 8k range, 40 knot, 179 degree turn rate Zaunkonig II is killer.
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Old 03-06-07, 05:27 AM   #10
DivingDuck
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Moin,

Quote:
Originally Posted by JU_88
Im using UWV unwrap and using standard left/right mapping to get a nice neat cluster for the side of the hull, my question is:

Can i systemactically add clusters to the UWV unwrap tool? Ive got the hull covered, but can I grab the polys for the say ...
..the conning tower or deck and somehow add them to the same template as the hull cluster? to keep them on the same bitmap/TGA??? If so HOW?,
I need step by step -easy to follow -baby instructions on how to do this.

Is this a bad way of doing things? What am I doing wrong? I have two books on max 7 but the tutorials for skinning are totally useless!

Thanks to anyone who can help!! (Ref, Serg, cough, cough!)
select the boat, then go to subobject level POLYGON or ELEMENT and select all faces/elements you want to map. Then apply the UNWRAP UVW MAP modifier and select EDIT. Now you have only the selected polys on your table to wrap them. If needed you can [Convert Faces to Vertex], that only effects the polys in the UVW Mapping editor. Move the vertices, scale the polys as needed, it does not effect the boat´s model itself.

Regards,
DD
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Old 03-06-07, 09:38 AM   #11
thefretmaster
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im not very good at max, but i found if you follow what sh3 does for its skins. the ships use one picture with all the parts you need to skin the ship. do this and assign the polygons to this pic then drag and squew the model outline untill it fits. i dont know if this is what you meant but hope it helps
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Old 03-06-07, 06:56 PM   #12
JU_88
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thanks all, especially privateer, that tutorial was quite helpful.
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Old 03-06-07, 08:21 PM   #13
Madox58
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Glad it helped you out.
Sure helped set things straight in my head
after I got past the shakeyness of the person doing
the examples!!!
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Old 03-07-07, 01:54 PM   #14
JU_88
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yeah he sounds like hes about 12 years old BTW priv - I love your sig, I hope to see your balloons in the GWX update.
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Old 03-07-07, 02:02 PM   #15
thefretmaster
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he/she might be 12 but they know what theyre doing
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