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Old 05-07-08, 04:03 AM   #31
Anvart
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http://www.cuneytozdas.com/software/3dsmax/#Texporter
Texporter plug-in for looking your mesh clusters ... may be ...
Simple tool for the beginning of works ...
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Old 05-07-08, 04:29 AM   #32
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I figured it out, but now my problem image placement on the dds map. I have a image I'd like to place on the hull except I'm not sure where to put it so it doesn't get segmented everywhere. The Subs are easy, the U-boats are not.
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Old 05-07-08, 06:29 AM   #33
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in one of the tutorials you see a map of colored squares, load it as your texture, look what number you need in game, edit the texture at the number's location and that should do it.
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Old 05-07-08, 06:55 AM   #34
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Quote:
Originally Posted by keltos01
in one of the tutorials you see a map of colored squares, load it as your texture, look what number you need in game, edit the texture at the number's location and that should do it.
Thanks! Unfortunately I'm an idiot, and I'm not running 3DSM.
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Old 05-19-08, 03:19 PM   #35
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Quote:
Originally Posted by DavyJonesFootlocker
I use Photoshop and Illustrator for the textures. However, I mainly use Lightwave instead of 3DS Max. UV Mapping is not my forte so to speak. I take a screenshot of the front, side and top views in LW. Crop them in Illustrator and in Photoshop apply the textures. Then I incorporate the textures into LW and apply them to mesh. That's the simple explanation on how I do it. Like I said before it's easier in LW than Max. I suppose you can apply the textures via the Materials Editor.
You should try Lightwave's 3D plugin for Ps. Applying textures couldn't be more easy.
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Old 05-19-08, 03:24 PM   #36
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Yep, you're right. I'm planning in getting the newest version of LW. Still using Max to model a german halftrack using plane surfaces and that pesky type XXI u-boat.
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Old 05-19-08, 04:43 PM   #37
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Quote:
Originally Posted by DavyJonesFootlocker
Yep, you're right. I'm planning in getting the newest version of LW. Still using Max to model a german halftrack using plane surfaces and that pesky type XXI u-boat.
The plugin isn't final, but I got it and combined with Photoshop CS3 Extended, I was able to texture a sub in just a few minutes. I understand Photoshop quite well, but these archaic 3D modeling programs get on my nerves when doing something as texturing. I'd just like to be able to load a model and slap down a texture without going through a dozen retarded steps to achieve a simple job.

Newtek heard someones cries. Apparently for Autodesk, it fell on deaf ears.
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Old 05-19-08, 05:46 PM   #38
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could you help me texturing the hull of my jyunsen boat? I'm kinda stuck with 3ds, I'can't get it to work, and when it seems to be ok not all the textures are there.. the files are on my filefront page, look at my jyunsen thread as well.. thanks k
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Old 05-19-08, 06:53 PM   #39
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Quote:
Originally Posted by keltos01
could you help me texturing the hull of my jyunsen boat? I'm kinda stuck with 3ds, I'can't get it to work, and when it seems to be ok not all the textures are there.. the files are on my filefront page, look at my jyunsen thread as well.. thanks k
I'm running Photoshop CS3 with the Lightwave Rendition plugin. Right now I won't be able to look at it as I'm heading out to a meeting and then to bed, but after work tomorrow I will.
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Old 05-20-08, 01:11 AM   #40
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thanks, I've uploaded a .rar on my filefront page with the textures I use : textures.rar
Jyunsen_B_modified51.rar contains the latest sub model with only one id group and IJN_Jyunsen_B_beta_5.3_mil.rar was designed for mikhayl to take a look at what's wrong with the sub. I thought we had it done when he told me the texture wasn't there because of multiple id groups (one by part, or 7 total) but the sub lacked pieces in game and the textures weren't applied correctly.
Thanks for helping, k
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Old 05-20-08, 10:29 AM   #41
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Quote:
Originally Posted by Mikhayl
For the texture, you first need to redo the uv mapping in 3dsmax. The current one will never allow a good level of detail, basically when you draw a straight line on your texture in photoshop or whatever, it should show straight on the model, otherwise it's gonna be a huge pain in the arse to make a good looking detailed texture. You should start by selecting all the model in your unwrap modifier, and apply "flatten mapping", or try "unfold", it can look good sometimes. This way everything is straight. Then select big parts like the left side of the hull, invert it and superpose it on the right side, it will be mirrored but this way you gain space on the texture and you can upscale the hull parts to have to possibility for more details. Look at the stock subs for good uv-mapping example, you should try to achieve the same kind of end-result. Keep in mind that you also need so space on the texture for the propeller, rudders, doors etc.
I'm not sure if people are aware of Photoshop CS3 Extended's capabilities and the awesome plugin from Newtek. It eliminates the middle man such as 3DS Max. The more these technologies advance, the less people have to rely on tedious programs for simple applications such as texurizing a model. I'm surprised that this wasn't done long ago. There's nothing easier than importing a model, opening a texture, and applying using the same freedom you would have on a canvas. The texture already conforms to the model as I move it around so I can see exactly where it's going to set. Who needs tutorials for this? LOL!
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Old 05-20-08, 03:11 PM   #42
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Quote:
Originally Posted by Mikhayl
I'm not sure to understand well, does this plugin allow you to uv-map your model or you just see in real time where the rivet you just painted will show on the model ?
You import the model. Then you can paint on it in real time. The program looks at the model as a canvas shaped into something. When you add a texture, it can be moved around the model just like on a canvas and when you do move it, it conforms to the shape of the model. For instance if I place a texture on the left side of the hull and pull the texture down, it will wrap under the model and over to the right. It's like taking a bed sheet and dragging it over your bed.
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Old 05-20-08, 05:09 PM   #43
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Quote:
Originally Posted by Mikhayl
I'm still not sure to get it, basically, you draw a spot on your texture space and it appears on the bow. If you want to have that spot on the stern, can you do it without moving the spot from its position on the texture space ? If not, that means you still need 3dsmax (or the like) first to define the uv-map.
It's direct editing. The same as you would do when painting a model. Rotate, spray, brush, or whatever. Same goes for textures. When you apply designs, it's just copy and paste. The plugin does all the tedious 3DMax work. Could be why it's so expensive. I'll post samples later.

Similar effects can be achieved through another program called ZBrush though I have yet to fully understand the method of how it's done.
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Old 05-20-08, 05:33 PM   #44
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I just learned that the plugin will unfold the UV texture for editing as well. The map can then be applied directly within Photoshop and then exported if you prefer that method.
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Old 05-20-08, 06:23 PM   #45
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Quote:
Originally Posted by Mikhayl
I suppose it's this : http://www.newtek.com/rendition/
From what I see, it doesn't do uv-maps. You can draw on the model yes, but if the mapping of the model is crappy it doesn't look like you can do anything about it in photoshop, it would be cool if it's possible though.
edit : ah ok that's what I was interested in, very nice then, but well the mapping itself is probably best left to 3dsmax I suppose since you have extensive tools for it.
edit2 : actually that's great if you don't have/want 3d programs, if you can remap a model to retexture it the way you want (like "unmirroring" areas etc) it opens endless possibilities for texturing without the hassle of going through 3dsmax. Then you need an updated .dat file with all the compatibility issues between mods, but that's cool. Now if they could make the same plugin but FREE, to install on my FREE gimp :rotfl:
If you're going to use any 3D program for UV texture editing, then Maya is better than 3DS Max. The tools make it easier to instead of having to screw around with extra steps. It has a UV texture editor built in that allows you to export maps into Photoshop. Not sure why people use 3DSM for this anyway?? I used Maya a long time ago and from what I see, not much has changed. I completely forgot about the program.

Either way, with so many programs out there, the options are vast for how you want to do the job.
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