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Old 04-21-08, 09:37 AM   #1
keltos01
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Default 3ds texturing tutorial

http://www.oman3d.com/tutorials/3ds/texture_stealth/
quite well made !


http://www.oman3d.com/tutorials/3ds/..._stealth/2.php



Last edited by keltos01; 04-21-08 at 04:00 PM.
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Old 04-21-08, 04:00 PM   #2
keltos01
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Default

http://www.oman3d.com/tutorials/3ds/unwrap_uvw_mapping/
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Old 04-22-08, 05:25 AM   #3
keltos01
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Default assigned colors

following the first tutorial on the page I have assigned 10 ids to my tower and basic colors as to be able to separate them visually :



now the hard part : texturing !
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Old 04-22-08, 07:19 AM   #4
keltos01
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Default texturing

it took a while but with patience and determination I got to replace all the plain colors by uvmapped textures...
here it is finally : the Jyunsen B coning tower textured:



now the hard one : the hull....
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Old 04-22-08, 08:08 AM   #5
DavyJonesFootlocker
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Default

I find texturing in Lightwave so much easier that 3DS Max. I use Photoshop, Illustrator also. I'm using 3DS Max to model some u-boats and this may come in handy. I see you used triangulated your mesh. What type of smoothing method did you use- multi or super?
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Old 04-22-08, 09:18 AM   #6
keltos01
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Default merge

I'm not all that good with 3ds, I followed the first tutorial to the letter...




btw how do you merge the tubes of the gato and another mesh ? I need them empty as well of course ! I pasted the tubes to the position where they should be on the JB boat, and now I'm stuck !!!
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Old 04-22-08, 10:54 AM   #7
DavyJonesFootlocker
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Try this: Select one of the meshes and under edit geometry use the attach button, click that button and then select the other mesh.
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Old 04-23-08, 06:17 AM   #8
keltos01
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Default attach

it worked !
here's my "gutted fish" aka a Jyunsen B mesh with typ 18 bowels


I then edited the mesh to cut out the part where the tubes are located :


now the texturing begins.. will do as you say mykhail, that'll give me at least one uv map
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Old 04-23-08, 06:26 AM   #9
keltos01
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Default mapping layout

Then it's up to you to do a good mapping layout.

How do you do that Mykhail ???
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Old 04-23-08, 09:00 AM   #10
keltos01
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Default collapse

is it the "collpase stacks" function ?


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Old 04-24-08, 07:37 AM   #11
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Default new

I can't seem to be able to get this (see below) in game, I don't understand how to export the textures with the .obj, I must be really thick....

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Old 04-28-08, 04:30 AM   #12
keltos01
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Default wings3d

I downloaded wings3d 0.99, a cute little program that allows you to draw automatically (good for me !) a map of all the objects, right now I'm doing the coning tower. I made a jap flag for this test, look how it appears in both the map and the 3d view.

With wings3d you can select a place on the 3d model and it selects the part in the map windows : usefull to know which is which







the tutorial for wings3d I use :

http://www.davidbrinnen.com/tut_wings_3.html
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Old 04-28-08, 08:18 AM   #13
keltos01
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Default jyunsen Tower

I created the map with wings3d, then opened it in photoshop, copied it and pasted it back -> you now have 2 layers, then I went on the top layer, used the magic wand tool which created a mask of the different limits, filled it with red, so now I had a red mask over everything.
piece by piece then, verifying in wings3d which is which, I imported bits of texture, each take up one layer (I have 45...) then saved a copy in bmp, renamed it the same as the original one, and refreshed the file (see tutorial link at bottom) and there it is :




tutorial link :
http://www.davidbrinnen.com/tut_wings_3.html
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Old 04-28-08, 09:37 AM   #14
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Awesome!!
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Old 04-28-08, 11:12 AM   #15
DavyJonesFootlocker
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Some critiques here: I'm looking at your mesh and it looks mighty confusing. Just how on earth do you control your mesh? Why did you use an HDR Modifier for smooting instead of turbo or mesh smooth? I'm modeling a Type XXI hull and decided to use box modeling technique. I applied Mesh Smooth and it turned out ok. Your texture application looks wrong (check the elongated rust on the lower hull part).
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