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3 Dimensional Chat / How to texture

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Deep Thought 42
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Joined: 31st Jul 2005
Location: New Jersey, USA
Posted: 24th Sep 2005 18:58
Would anyone know how I could get multiple textures on an object? I downloaded this awesome looking BSG Viper but I cannot figure out how to texture the dang thing. All the textures came with it. I've included a copy of the model if anyone wants it.

"Winners never quit and quitters never win. But those who never win and never quit are idiots."

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Mucky Muck Ninja
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Location: im not entirely sure
Posted: 24th Sep 2005 19:14
Well since its lightwave I am not really sure. I imagine that you would have to UV Map it.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
dark coder
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Location: Japan
Posted: 24th Sep 2005 19:20
darkbasic doesnt support multiple uv`s or atleast not well


Deep Thought 42
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Posted: 24th Sep 2005 19:20 Edited at: 24th Sep 2005 19:20
Well I can convert it to mostly any 3d format I want so it being lightwave isn't a problem. I just want to know how I could texture with multiple images. Would changing the format be of any help?
<edit>Oh by the way I'm using DB Pro.

"Winners never quit and quitters never win. But those who never win and never quit are idiots."
JimB
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Location: UK
Posted: 24th Sep 2005 19:42
Hi
I just made a box map of the Viper,its in .tga format because of size.

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Deep Thought 42
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Location: New Jersey, USA
Posted: 25th Sep 2005 01:13
Erm... I've got another question JimB. When I texture my model with it nothing happens. Did I miss something?


"Winners never quit and quitters never win. But those who never win and never quit are idiots."
IceCube
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Location: Munich, Germany
Posted: 25th Sep 2005 12:49
I had that problem ,too. I just textured my model in Milkshape and then exported it in x format. Then I made it like this:



Deep Thought 42
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Posted: 26th Sep 2005 21:57
Could anyone explain the box map problem?

"Winners never quit and quitters never win. But those who never win and never quit are idiots."
Deep Thought 42
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Posted: 29th Sep 2005 23:34
Anytime now. . .

"Winners never quit and quitters never win. But those who never win and never quit are idiots."
JimB
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Posted: 6th Oct 2005 00:43
I'm sorry Deep Thought 42 I must admit I did see your question and meant to come back to it but I forgot.

Anyway what I did was to simply unwrap your model using UUwrap3D to give the Top,Bottom,Front and Back UV's,the idea behind this was that you could use the box UV map in your paint program Photoshop or something similar to colour or texture it.

Then save the painted or textured map to the same directory as your model so when your model is loaded it should be textured,of course the inside will not be textured using the box map method.

I have to say its not a good idea to use such highpoly models,personally I would'nt want to go much above 4 or 5k polys.
Deep Thought 42
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Posted: 6th Oct 2005 00:52
Oh so I just place the different textures on each of those different spots.

"There are no stupid questions, just a lot of inquisitive idiots."
JimB
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Posted: 6th Oct 2005 01:01
Yes that was the idea if it does'nt work out I'll try figure it in the morning .
BTW the model needs converting to a format that DBPro requires like .x
Deep Thought 42
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Posted: 6th Oct 2005 01:08
Yeah I already did that.

"There are no stupid questions, just a lot of inquisitive idiots."
JimB
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Posted: 6th Oct 2005 01:09
Ok I'll take another look at it tomorrow.
JimB
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Posted: 7th Oct 2005 19:25
Your model is way to much for my comp to handle,if I were you I'd put it through a poly reduction program and reduce it to 5k-8k max.
Deep Thought 42
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Posted: 7th Oct 2005 23:50
I'll go and find a smaller poly model. There were several on the site I got it from. I just chose the nicest looking one. A mistake I guess .

"There are no stupid questions, just a lot of inquisitive idiots."

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