View Full Version : Maaragroth (LizardKing ) lowpoly texture problems
02-08-2009, 09:40 AM
Hey I'm new to texturing and unwrapping and now see a problem with my unwrap and texture for my low poly model which I forgot to attened to.
I have textured the back and front of the model but I forgot the sides (Yeah, I know, stupid right?) Is there any way I can select all the side parts. My unwrap is pretty confusing right now.
02-08-2009, 09:55 AM
You definitely need better UV's. You should always perfect this first before texturing.
Using checker or a numbered grid as your texture while you unwrap is preferable because then you can see where your stretching is occuring and you won't have to pay the price for re-doing your texture later on.
I'm feeling generous. If you want to send me the max file I can unwrap it for you quickly. Then when I send it back you can see how it should be done so the sides don't stretch.
02-08-2009, 09:58 AM
Ah thanks dude. Ok hm, rapidshare.com is pretty slow... how can I send you it? email?
02-08-2009, 10:02 AM
Use yousendit and then post the link here. Then maybe others want to have a crack at unwrapping your dude too. We could use the thread here to learn from each other. Maybe how I unwrap wouldn't be how someone else would do it, etc.
EDIT: btw I'm still on max 2008. I'm not on 2009. Maybe exporting as an .obj would be better so Maya and older max users could give it a shot... :-P
02-08-2009, 10:14 AM
Trying to figure out how to use yousendit..
EDIT : rapidshare works - way easier to use.
http://rapidshare.com/files/195609216/Maraagroth.max.html Please dont use it and say its yours (I dont think anyone will because its a a rubbish model anyway)
02-08-2009, 10:30 AM
Click free user
02-08-2009, 12:11 PM
Sorry I stepped away for a bit...Did this in about 5-10 minutes. Here you go.
I exported as .obj so others could view if they wish. Import in with "texture coordinates" checked
I was pretty sloppy with packing but you can almost fit it into a 2x1 space if you move some of the shells around.
The best way to do this is to think of your model as a 3D piece of paper when cutting in your seams. Then research some tutorials on "pelt mapping".
Hope this helps somewhat?
02-08-2009, 12:18 PM
I imported the obj file. Its an editable mesh. Am I supposed to try and study the UV unwrap? Its collapsed down I think :P
Edit : Lol, never thot of going to uv unwrap. Nice Pelt map. :)
02-08-2009, 12:22 PM
Convert to Editable Poly and add a UV Unwrap. Yeah I was thinking you could study that but maybe I just confused you more...
The purpose of unwrapping is to "flatten" everything down so when you paint on the surface nothing will stretch.
02-08-2009, 12:27 PM
Yeah, to make it more fluid like cloth ect. :) Thanks man. This is a model for a personal texture project I'm gonna be doing. I'll post stuff later.
02-08-2009, 12:29 PM
Its quite hard to recognise the diffrent parts. I'm sure i'll get it.
02-08-2009, 12:48 PM
Yeah it can be confusing if you're not used to texturing that way. Baking in a lightmap as a layer you can use in photoshop might help you to determine where features are.
Follow this tutorial
It's a bit old. Instead of needing texporter you could just use "render to texture" in max and add a LightingMap element.
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