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› Texturing in GMAX
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Texturing in GMAX (Read 439 times)
Jan 21
st
, 2007 at 1:48pm
smartguy24
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Colonel
I love YaBB 1G - SP1!
Posts: 53
I've been following this tutorial:
http://www.windowlight.co.nz/simplebuilding.html
Been good to me so far, very detailed, but I can't get the "apply" button to light up for me so I can actually click it and apply my texture.
Followed all the instructions to the letter, what am I doing wrong here?
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Reply #1 -
Jan 26
th
, 2007 at 11:16am
brittair
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Colonel
why oh why did I start
doing this !!!
North Yorks, England
Gender:
Posts: 132
Sorry but this going to be vague as not got Gmax running at the moment but I remember having this issue once
Try selecting either the icon with the blue checked box or the arrow up icon to the right of the Name selector in the Material Editor window.
Hope it helps if not will look when I get Gmax up and running again.
If you can't wait Stevo at
www.ukscenerydesign.co.uk
will know for sure!
Britt
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Reply #2 -
Jan 29
th
, 2007 at 4:32am
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Posts: 4515
When trying to apply a texture in Gmax, always open up the Material Editor by pressing M. Then select the material you want to apply and it will invariably enable you to click "Apply".
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Reply #3 -
Feb 24
th
, 2007 at 6:16pm
smartguy24
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I love YaBB 1G - SP1!
Posts: 53
Well this is good...I've managed to figure out how to apply the textures...turns out all I had to do was select my shape.
Inevitably, I've run into yet another snag.
The above linked tutorial advises me after unwrapping the UVW to select the "Named Selections" drop down.
One problem...I can't find it. Where is it?
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Reply #4 -
Mar 1
st
, 2007 at 6:17pm
Katahu
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Posts: 6920
This is how I apply textures onto my models:
1. Create a standard material while using the normal textures as a diffuse.
2. Select the object you want to texture and apply the UVW Map modifier.
3. Apply the texture.
4. Collapse the modifier stack.
5. Select the desired polygon of the object.
6. Apply the Unwrap UVW modifier while the polygons are still selected.
7. Use the EDIT tool in the modify area to properly align the desired polygon with a certain spot in the texture.
8. Once done, collapse the modifier stack once again.
9. Repeat from step 5 until finished.
I noticed that by collapsing the stack, you create a perminant print on the selected polygons so that you can move on to the next polygon without messing up the texture setup in the previous polygons. This trick is mainly used for FS scenery objects made in Gmax, but it's justb as useful when texturing aircraft.
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