posted 07-06- 12:38 AM
1) Make a regular cube. Make sure 'generate mapping co-ordinates' is checked.2) Using the modifier stack collapse it to an 'editable mesh'
3) Select the cube and choose the 'sub-object' faces from the drop down box in the edit panel. If you have 3r1 you can also select poly.
4) Select all of the faces by dragging the mouse around the entire object
5) Find the Face Normals part that should now be near the bottom of the editing panel. Select flip normals
6) Open the material editor, and click in the first slot, assuming there are no materials, or the first free slot.
7) In the rollups in the materials editor there will one called maps. Open this and click the button beside 'diffuse'.
8) Now select bitmap from the list of green iconed items.
9) The material edit will now have switched to the new map. Find one of the rollouts that has a filename box and clickit. Browse for the bitmap you want.
10) Click on the next free material slot and repeat the process for the other 5 images.
11) Back to the cube, click off the cube so that no faces are selected, and then select a whole side. The side you select depends on the bitmap you want. It helps to use the 'ignore backfaces' option in the subobject:face panel. You may have to select both triangles in the side.
12) Back to the material editor. Click on the material that has the image you want and click the assign material button. Its probably the second from thew left in the material editor.
13) You will probably have to click the 'show maps' button to see the image. It the button that looks like a checkered cube.
14) Now repeat for the other sides from 11.
Note: I think that the offcial way to do this is use sub-object/multi-materials, but that would get way complicated and this works fine.
Let me know if you have trouble and I can make some pictures when I get home. Also make sure that the images are all the same size and that the they will line up when the image is applied. LIne them up using PSP or something rather than the mapper in MAX