weadford on 30/5/2004 at 12:26
Yes, you can't use this size. As far as I know the max size is 256X256.
UVMapper have an option to choose the texture size. File-> Save Texture Map/ and choose width and height. Then you save the model. Then load the model in animator and use the resized texture. (when you resize the texture always resize the object through UVMapper for the same size).
Sluggs on 30/5/2004 at 15:10
What i don't understand is...
Every single custom object that i have looked at, doesn't use such a texture file that UV mapper creates, as in one texture divided up into segments. All the objects that i have seen, have a single, square texture, for each side/part of the object. Does that mean that nobody has made their object textures using such a program like UV mapper and has created them another way or what? This is what is bugging me. I have been advised to use UV mapper but doing so just creates one texture for the whole object and those objects that i have seen use various textures for each part of the object. I'm baff taff baffled! :confused: I really don't want to have to release objects textureless as they just look plain! :p
For those who want to see what the UV Mapper textures look like...
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/uvtexture.jpgThis is a single texture that fits over the object like a glove.
Example:
You create your object and then export it as an .obj file
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/ball1.jpg then you load it into UV Mapper and create a texture map, saving that and then saving the object again, and then load the texture into a paint program and edit it
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/ball2.jpg and then load the newly saved object into Anim8or and apply the new texture.
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/ball3.jpgSo that's the UV Mapper way! I've never seen any textures like that one in any custom objects before! I don't think UV Mapper is really meant for low poly models like the Thief one's myself, but for high poly one's like the Eggplant object!
Someone please give me a hint on the best way to make textures please, i't doing my head in! :tsktsk: I guess since the UV Mapper way works, i'll do it that way but i can't understand why nobody else uses this method.
Mortal Monkey on 30/5/2004 at 15:34
Most of the textures do not have all of the model squeezed onto it, as most of the time it looks too pixellated with 256x256 split on so many surfaces. Besides, if each texture represent only one material, it's much easier to recycle textures on other objects.
[edit]
Now imagine that image scaled down to 256x256...
Though you could put them shapes a bit closer to each others.
[/edit]
Schwaa2 on 30/5/2004 at 15:56
A 3d forum would be cool. I tried to get a link to LPG on the TTLG main page since it is a site dedicated to modelling specifically for this community but I never got a reply.
--------------
Sluggs.
UVW unwrappers will unwrap to one texture, which is really best unless you are using multiple existing textures.
If you want to use multiples you'll have to divide the main object into sub-objects. Then unwrap each one to it's own map. I don't know Anim8or so you'll have to figure that out. Then you can combine them and weld vertices so it'll be one object with multiple maps.
In 3dMax you can use a texture with multiple maps. You have to select the faces you want one map to use. It's like breaking it up into multiple objects without dividing it.
Good thing about dividing the object into sub-objects is that you get to use planar mapping on one part and cylindrical mapping on another part while using cubic m,apping on yet another part. (more options)
Schwaa2 on 30/5/2004 at 15:59
The bonus of multiple maps is that an object can have better detail. But at a sacrifice to file size.
256x256 is the largest you can use for a map.
Sluggs on 30/5/2004 at 16:04
Ahh Schwaa, i think that splitting the object up into parts when complete and making a separate map for each would be much better, and easier to texture! That's a great concept! Thanx very much. :D :thumb:
weadford on 30/5/2004 at 18:28
Quote Posted by sluggs
Ahh Schwaa, i think that splitting the object up into parts when complete and making a separate map for each would be much better, and easier to texture! That's a great concept! Thanx very much. :D :thumb:
Yepp...I thought that tou've been creating your object just like that. That's why I didn't understand you.
I feel happy for your progress in Anim8or. You seem to be very excited about it. Keep it up!
:thumb:
weadford on 30/5/2004 at 18:39
Today I'm creating a new key. It has been a long time since I was making a key.
I don't remember how to resize the object when Garrett handle it. When it's on the ground it has normal size, but when I grab it, it's out of proportion with the former. It was something very easy, but I don't remember.... :tsktsk:
Sluggs on 30/5/2004 at 18:42
Hmm.. Can't help ye with that yet! :o Yes, i'm enjoying learning Anim8or, it's nice to get away from Dromed for a bit. Are you going to show us your new key when it's finished? :cheeky:
weadford on 30/5/2004 at 18:48
Quote Posted by sluggs
Hmm.. Can't help ye with that yet! :o Yes, i'm enjoying learning Anim8tor, it's nice to get away from Dromed for a bit. Are you going to show us your new key when it's finished? :cheeky:
No my friend. It's an ancient pagan key called Scripton's Tectogram. I don't want to show my mission unfinished, even a part. But when everything is done, I promise, you'll be the first to know.