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View Full Version : MOVING THE GRAPHICS ON A CAS MODEL



Big Bear
10-07-2007, 04:05
Hi, i have recently downloaded 3D Max, i managed with some advice to shift weapond etc about. I want to mod some Knight figures with new heraldry. The problem is the DDS, has the graphics splitting on the centre front and back of the chest. Any advice on how to shift the graphics in MAX, from this to splitting at the side, so that i could do some heraldry that is not symetrical. EG. lions, unicorns etc.

All the best
Big Bear

Squid
10-07-2007, 17:19
The texture (which is what the model wears) is not changed in 3dxmax, you'll need photoshop or gimp or someother graphics editing software, as well as the nvidia dds plugin.

Big Bear
10-08-2007, 05:34
Hi, I don't think that i explained too well what i mean. What i want to do is alter the origional graphics sheet in Max, so that rather than being split down the front as is the case in most of the DDS textures. (For the chest area). To being split at the figures side. As is the case in a small minority of figures. I know i have to unwrap the texture, i can move them about to make the new texture sheet. But i can't figure how to shift the location on which the texture is centred. The only solution i have seen would be to use the frontal and rearward texture area offered by Max. But i would like to use a combination of both. as is used in several textures i have. I would be most apreciative if someone could explain this. I presume it can be done since some DDS textures are this combination.

With thanks
Big Bear

Scundoo
10-08-2007, 16:19
Select the appropriate faces, detach them, UV map, and then unwrap UV. After you are done attach them back to the main body. You will have to redo the skin for those vertices though.

snevets
10-08-2007, 16:24
If you are only interested in making an asymmetrical body texture you can click on unwrap uv such that it turns yellow (activate it), then select half the body, go to edit uvs and mirror the map. You then have a full body texture, instead of one that uses half a texture to do both sides. Detaching and reweighting is unnecessary.

Scundoo
10-08-2007, 20:02
Can one always get away with that? I mean is it possible for a face that shares vertices with another face, their UVs to be on completely different parts of the texture? I was under the impression that they would be stuck together in the UV unless each had its own vertices. (I'm a newb at modeling :help: )

Big Bear
10-09-2007, 01:13
Hi, thanks you guys. I'll go ino Max and give that a shot.

Big bear

Big Bear
10-11-2007, 05:05
Hi, got the sucker working, thanks guys.

Big Bear