![]() I prefer freeform because it's easier to scale and move at the same time here: Now you can move, scale, rotate or freeform the texture. Click on 'Edit' and then on the modifier so it goes out of the sublevel Faces. Click 'Fit' to fit the texture to the object. I selected Box from the 'Map Parameters' list but for flat objects I use Planar, for buildings Box or Planar. I prefer starting with ID 1 and going down the list: Then in the field of ‘Select MatID’ enter the ID you want to texture. Now add the Unwrap UVW modifier to the stack. My model needs just 1 texture, and the texture is in Slot 1 as you saw in the above picture, so all the polygons have ID 1: Do this with the polygons who need texture 2, 3, etcetera. ![]() Go to polygon mode and select the polygons which need the texture in Slot 1, set their ID to 1. Then you need to divide the model into texture ID’s. ![]() The Multi/Sub-Object with GTA Materials:Īpply the material to the model. ![]() Do this for all slots and add all the textures you want you’re model to have. Then click on the ‘None’ button next to Color and pick Bitmap. Make all the slots GTA Materials and name them all GTAMtl. Go to the Material Browser and put a Multi/Sub-Object material in a slot, it has 10 slots standard. DFF or create a model you want to texture. OK, I will explain about texturing in 3dsmax using the Unwrap UVW modifier, this is my first tutorial, I made it for a mate of mine who wanted to learn texturing in 3dsmax. ![]()
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