|
Author
|
Topic: Problems of textures
|
Gustavo Pilot
|
posted 05-16- 06:30 AM
¿As locating the code UV of an object so that he/she takes the texture portion that corresponds him in the file. TIF, after having modified it in Ac3D or 3D Studio Max? ¿Como ubicar el código UV de un objeto para que tome la porción de textura que le corresponde en el archivo .TIF, luego de haberlo modificado en Ac3D o 3D Studio Max? IP: Logged |
Gustavo Pilot
|
posted 05-16- 12:35 PM
Does somebody understand my question?IP: Logged |
Nat JAG
|
posted 05-16- 05:26 PM
Think I understood lolOK, if you alter a part in AC3D or Max, then you will need to re-texture map that part again with the right tif file, I don't know anyway that you could alter the UV co-ords to fix it, and probably if you could it would be harder than just mapping the part again. IP: Logged |
Gustavo Pilot
|
posted 05-17- 07:46 AM
quote: Originally posted by Nat: Think I understood lolOK, if you alter a part in AC3D or Max, then you will need to re-texture map that part again with the right tif file, I don't know anyway that you could alter the UV co-ords to fix it, and probably if you could it would be harder than just mapping the part again.
The problem, is that he/she takes the whole portion of the texture, and not alone the part that corresponds. One doesn't eat to correct the problem. El problema, es que toma toda la porción de la textura, y no solo la parte que corresponde. No se como corregir el problema.
IP: Logged |
jgro Pilot
|
posted 05-17- 08:31 AM
If you are using AC3D, you can select: Object/Texture/Remap texture coords. If this doesn't work, you will have to remap. I'm not sure how to do it in 3D Max.....yet.jgro ------------------ Jgro's Aerodrome www.jgrosaerodrome.50megs.com IP: Logged |
Pachy Pilot
|
posted 05-17- 08:39 AM
Texturing is long and difficult  Usually (in AC3D) I make a square and map the TIF onto it. Then I take the part I want to texture (usually the whole fuselage, or one whole wing), position it over the textured square above the correct area, then cut it in halves so that the left part is not mapped with the right part. Then, I merge the two objects, then remap texture coords, then re-separate the two objects. Same for the opposite part of the part. I think Sv had one tutorial about this, but I can't find the link right now. | Buena suerte ! IP: Logged | |