Login - Become a member

Texture mapping faces

Forums home -> Texturing -> Texture mapping faces

post reply

Texture mapping faces 
By NKAc_Street on May 01, 2001 04:20 AM
I've searched for tutorials and there are quite a few on texturing, but none that addressed this specific need, so I hope someone can point me to a tutorial about this or help me in some way.

I play a game called 4x4 evolution, it allows for user made tracks and user made models with a conversion process to the games model format.

The game requires that each model has only one texture.  This texture can range from 64 x64 pixels to 512 x 512 pixels.  Obviously, the smaller the better, but most model textures end up being 256 x 256.  I'm using 3d studio R3.1.

Since a model will need its differing textures placed on one bitmap, this is where my knowledge fails me.

Here is just an example.  Say I'm wanting to make a stop sign.  For the game, the sign texture and post texture will have to be on one image.

I'm having trouble mapping the individual faces to the approprate section of the one image.

If I happen to get one face mapped, and then select a different face, the previous face will be affected by what I do to the new face selected.

any help with this will be appreciated.  

Reply with quote
Re: Texture mapping faces 
By Mike_Bendele on May 01, 2001 10:12 PM
Thanks to the Unwrap UV this is actually easier than you'd expect.

Assign the Unwrap UV to your object.

In the Unwrap UV rollout, press the Edit button. This will open a view window. Move the window to the side so that you can see both the window and your model easily. (The view window is modeless so it will stay open while you work with the model)

Press the Sub-Object button so that "Select Face" is highlighted.

Select the polys on your model that you wish to texture. In the case of your stop sign, the pole and the sign probably aren't sharing any tverts, so the process ends here for that case. You may wish to push the Filter SelectedFaces button however.

For cases where the tverts are being shared and unwanted stretching might occur, use the "Planar Map" button in the "Sub Object Params" group. This will separate the selected poly's tverts from the surrounding polys. the Averaged Normals option works fine most of the time and has the effect of assigning a planer UVW map to the selected faces using Normal Align.

You can get similar results by assigning your UVW Map modifier to a sub-object selection and collapsing the stack at the end (or as you go). The Unwrap UV modifier is designed to do this though and it's probably what you were after.

Best of luck

Last modification: Mike Bendele - 05/02/01 at 00:12:49
Reply with quote

post reply

Page 1 of 1 Go to page: 1
Subscribe to RSS
Follow us on Twitter


Copyright © 1996-2010 Raphael Benedet - Contact Us