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› Texturing on both sides, need help
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Texturing on both sides, need help (Read 111 times)
Oct 30
th
, 2003 at 2:19pm
Mike Thurman
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Mmm, forbidden donut!!
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I'm thinking this is the last question i'll ask before i don't need to anymore
As you know, to texture a fuselage you apply two(or three, two in this case) material IDs. I texture the first ID UVW mapping, UVW unwrap and it turns put fine. I unwrap the texture onto the next, just as the previous, but the texture appears as just a thin line next to the very middle. I think i'll some help with this.
Thanks,
Mike
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Oct 31
st
, 2003 at 3:12am
Travis
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Cannot find REALITY.SYS.
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Huh? ??? I don't understand what you're talking about. If you post a screenshot, that would be a big help.
What design program are you using?
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Oct 31
st
, 2003 at 9:12am
Katahu
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If you are using Gmax, then it is possible that the textures are not properly aligned for both sides of the fuselage.
If the fuselage consists of 2 separate pieces, then I suggest you attach them back together and collapse the vertices to make the fuselage whole again.
From what I see, you are using material IDs. That method is often used by people at my level or higher.
Make sure that each side of the fuselage has a distinct ID [one side having an ID of 1 and the other having an ID of 2]. Since the fuselage is usually converted to an editable patch or poly, I suggest you use the Poly sub-level of Editable Poly [or Mesh]. You select one side and add a material ID. You do the same with the other side of the fuselage.
Now, make sure that those sides have their own separate UVW Wrap and UVW Unwrap [I can't remember the proper name of the tool].
I hope I made myself clear.
However, if you are using FSDS, then I CAN'T help you because I Gmax is the only program I use for all my projects.
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Nov 1
st
, 2003 at 7:20am
Mike Thurman
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Mmm, forbidden donut!!
Umm, underwater
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I'm using Gmax. . .
Are you saying that i can detatch, texture both pieces and then attatch with the textures?
And how can i get the textures perfect for both sides?
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