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Thread: new uv map in max7 - help?

  1. #1

    Default new uv map in max7 - help?

    Hello!

    I have a problem with making uv maps to my edited units in MAX. Could anyone help?

    I have no problem with editing and adding stuff to units skeleton, but when i try to create a new uv map for the unit, i can only get one object at the time. Texporter won't allow me to export unwraped texture for several objects on the same .bmp pic (shield + weapon + unit)

    When i select both the shield and the unit, the uv unwrap/edit is grayed out.
    I have also tried to save the edited uv map for the shield, open "uv unwrap/edit" for the unit, and then open the "shield uv map" in the same window, and it all became all melted together.

    - I have read lots of tutorials, and they all say that "you just have to create a new uv map, but thats simple"


    So.. How do you get the shield and weapon in to your uv map?
    (Or a link to a tutorial that explains this)

    ...thanx -Skel-

    Age of vikings and fanatics: Total War

  2. #2

    Default Re: new uv map in max7 - help?

    What you do is you map the weapon and shield separately, unwrap and place them where there are spaces in the main unit bmp. Collapse and let texporter make bmp's of them and then you open up photoshop and copy everything to one single image (Ctrl+A, Ctrl+C, paste into the unit bmp, use magic wand or select color range to remove the black).

    Did that make any sense?

  3. #3
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: new uv map in max7 - help?

    Small tip: In photoshop set all the layers above the base layer to screen to remove the greyed out bits quickly, this also allows you to check they are aligned properly because the grid lines should match up.

  4. #4

    Default Re: new uv map in max7 - help?

    Thank's alot guys....



    Age of vikings and fanatics: Total War

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