posted 09-29- 05:39 PM
Spanky, if you don't know about mapping in max, then read on, here is a copy of DanW's reply when I need to know how it was done, and from this I never looked back, Alpha textures are mapped in exactly the same way as given here.Again, Thanks Dan, this was a massive help to me 
(from Dan)
Fellas, teaching someone to texture in max is like pulling teeth...right JT? lol
first thing you want to do is get your tif files straight. take your model (aircraft or whatever) and break apart the pieces. then you want to align them in such a way that you can see each piece from the same view. what i mean by this you want a good side view of the fuselage, an top view of the fuselage, a top view of the wings and the tail section. then you can take a rendering of these parts and save it as a file. this allows you to make a proportional template for you skins. its a long process that cannot be described here. point is, make your template first.
when you get ready to texture make sure you can easily find your template. i ussually put them in the textures folder for the aircraft im working on.
you want to select the object to texture. then go into subobject mode and select face. then click on ignore back faces and show normals. lets say are texturing your wing. simply select each face for the top of the wing. you must hold down ctrl key while you do this. and it helps to be in wireframe mode. when you get all the faces selected for the top of the wing, click the material editor button. (this is max 2.5) then after i opens click on the first round ball. then click on the button under it (forgot the shape of it, but it says apply material or something like that - i beleive its a cube). go back and make sure go out of wireframe mode..so you can see the faces and colors of the wing..it should turn the color of the ball.
after that click on the button by diffuse. then under that a little ways you should see a load bitmap button..it should be empty. click it. at the dialoge click on bitmap. then navigate to your template and press ok. then look under the balls in the top (lol) and click on the checkerboard.
close this dialoge. then, at the modify tab, click on uvw map. if everthing is ok, you should the texture appear on the wing. it may be distorted, but thats ok. on the modify tab, go down and set the w value to 0 and click on bitmap fit or something. it should open up another dialoge and you should see your template file listed. click on it. what this does is resize the orange box around the wing to a 256 x 256 proportional square. then you click on the subobject button (should say gizmo). you use the xyz buttons to get the texture mapped to to the correct plane. the orange/yellow ( i forget) box will let you know which direction it needs to go. then you can just use your stretch, move and rotate tools to get the texture to fit right.
after this is done you click on the pizza boxes by the uvw map (in the subobject box on the right) when it opens select collapse all. a warning will come up. ignore it and select ok. your wing should now be tmapped.
sorry if this is vague. tmapping is tedious and is hard to explain unless you are talking directly to the person. plus, im at school and cant look at max. it just takes trial and error and a shit load of time. i still mess it up myself.