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FPSC Classic Models and Media / Full 747 Airplane-need help with texturing...Please Advise.

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Urlforce Studios
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Joined: 16th Oct 2006
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Posted: 16th Oct 2006 20:06
So here's some screenies.... the colors in them are just painted in 3d Canvas free version- and they do not show up in game. That is my problem. I know I must use some sort of UV mapper but as this is my first model I have made, I do not have any experience with any UV mappers what-so-ever. So if someone could help me out- not do it, I mean teach me, about UV mappers. I downloaded a couple but all I get is a mess in a rectangular pattern- I don't know if thats the way it should be or not-please help.


View from top, inside... Plane exterior set to invisible for the screenie.


View from Second Class.


View from Back Exterior.


View from front exterior.


View from Cockpit.


View from leftside Exterior.


View from rightside Exterior.
Screwed Over
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Posted: 16th Oct 2006 22:00 Edited at: 16th Oct 2006 22:00
although the inside of that 747 looks awesome, the outside doesnt, but anyway, you wanted help with uv mapping didnt you?

first go to http://www.uvmapper.com/downloads.html and download uv mapper classic, then export (save) the model as an .obj and open it in uv mapper classic, then go to edit-> new UV map-> box, and then go to edit-> tile-> by group, and you have a UV map. then simply go to file-> save model, and file-> save texture map, and the models UV mapped. then open the texture file (it'll be a .bmp) in an image editor or some sort of graphics software, and get texturing!!


Must refrain from slang type!
Urlforce Studios
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Posted: 17th Oct 2006 09:09
@ Screwed- Yeah I'm feeling like I need to re'do the the outer shell. How do I texture the plane's insides... There has to be an easier way lol. So I followed your directions and I got to this:

now so I edited some of it... But then I save it and recreate the entity in the FPSC program and it textures it wrong... It puts the whole pic repreated over and over on the plane... When I created the entity. I increased it's size by 15000, does that affect how the texture comes out?
stormboy
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Posted: 17th Oct 2006 15:11 Edited at: 17th Oct 2006 15:38
For a first model it's not bad at all, very good effort.
Here's the bottom line...

You got to sleep in the bed you made, or,
you got to make a new bed!

I suggest the latter.

UV mapping is mission critical (for you!), and so you will need
to do a very simple test model, in whatever program, like
3d canvas, and then, export them into a UV mapping program.
From there you need to work out exactly
wassup regarding UV mapping. Until you can control exactly what textures occur where, on your simple test model.

After a few test models, (to confirm you have attained
control), you are probably ready and able to do your real model
justice.

There are very few short cuts, and, UV mapping is yet another
very grey knowledge area, to all but those that can make UV maps.
Note, 99% of those with the knowledge, had to earn it with regards to mastery over UV mapping.

The good news is that a program like Lithunwrap (dedicated to UV mapping) has tutorials, etc. It is possible to learn it so that you
can not be stopped! Also, now, there are good texture mapping tutorials available for Milkshape3D within the help files.

Another good program you could consider is FRAGmotion, it
is cool as it can playback animated .x files, you can trial both
and use that to get into the tutorials and help files, which
is where you'll find the step by step guides which can show you a process that you can own for yourself.

In a nutshell....start a simple new model, and learn to
UV map that perfectly, then, you'll have a process,
and then your ready to rock with the big jets.

Keep it happening.

Gotta add something practical.

To get different "areas" with different textures,
you need to create seperate "groups".
These groups are assigned different
areas of a UV map.
I'll upload a UV Map for you to look at
of my new team member and modeller
Dan's binoculars, you can see what
I mean.

Each group is a set of faces, that
you can texture individually.
NOTE, you determine how to layout your models'
groups, and thereby determine the UV mapping.
UV mapping is a kind of creative process itself.

After the UV's have been mapped, you can actually regroup all the
seperate groups and get back to having one unified mesh
with it's own UV map, but, that's post production.

UV's used to annoy me, so I offer this reply in case it helps.


Once you have UV'd a model, you can scale it up or down in size
and the textures will all scale appropriately, this is good!

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Urlforce Studios
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Posted: 17th Oct 2006 18:59
Thanks dude! I'm dling those apps now so I should increase the size in the uv mapper- not in the entity creation program?
Urlforce Studios
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Posted: 19th Oct 2006 04:43
Should I split the plane and make it a segment? Also- how do I texture the inside.. Seats etc, Like how do i get to them
stormboy
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Posted: 21st Oct 2006 05:41 Edited at: 21st Oct 2006 05:43
Sorry rlforce I been busy and didnt check back!

Quote: "so I should increase the size in the uv mapper"


If your talking about the UV map, then you can make it
512 512 or 1024 1024 or even 2048 2048 pixels, should be a power of 2 I reckon.

Quote: "Also- how do I texture the inside.. Seats etc, Like how do i get to them"


Ok, this is back to fundamental understanding...
(and, btw, i don't consider myself either a genius, legally inclined, or, an expert at modelling, I'm just a hack/jack of some certain content production skills,)

Anyway, here's the rub, every single Polygon/tri/face,
of the entire model must be assigned to a group, in order that
the UV mapping works. You see the group is what is reffered to in the UV mapping. Say those binoculars I showed you,
well every single polygon is referred to in that UV map.
And, each discreet part of that UV map is a GROUP.

Now, how can you get to the seats? Well it's easy, first
make a group/s of the various outside bits of your plane,
and once you've grouped them, then, "hide them" ie hide the groups
as you make them. Once you do that you'll be able to select polys from the interior.

One point is, you've got multiple seats, but they all will have the same bunch of polygons in the same planes. So,
when you UV map you can .... stack identical groups to share the
same UV space!.....Hey, this is pretty hard to explain,
and quite technical to do, unless your "ready",
this is why the best advice I can give is that you start out mastering basic UV mapping on simple objects.

Good luck. The tutorials and trial and error
within strict testing constraints is
the only way to get the knowledge.
Urlforce Studios
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Posted: 22nd Oct 2006 03:22
Thanks Again dude! hey if you have msn add me k? I have a bunch of small questions I dont think need to be "on" the forum, just in a convo... So thx and I hope to talk to ya soon!!

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