UVW Mapping in Gmax tutorial series

Here is something else to think about when making an object and mapping.

If you have an object and want to cut it in half, its best to use the "boolean cut" method. Rather than just deleting the polys or verts. If you don't use the boolean then you will have issues if you use "cap holes" to create the inner portion of the object. There may be ways around it that I don't know about. I've just found that its not as messy.

I've only done simple models. My water bufflo was the most complex model that I've done to date. the horns are not mpped all that great but it looks good from the air. I used the boolean to create one side of the body and head. Then cloned and mirrored the object once it was mapped. It saved me from having to map it twice.

I'm working on a round fishing boat now and using the same method. This is where I found out about the "cap holes" issue.

Just thought I'd throw that out there.

'til Later,
John
 
MaddogK:

No expert, but like yourself - still crossing many of these learning hurdles, I think you may have 'trapped' yourself and overcomplicated your mapping sequence.
I've had myself in several tight corners - thank heavens Milton has always bravely pulled me out of the deep water!
(Thank YOU Sir!)

As Milton says, there's massive built-in flexibility allowing all manner of awesome applications and variations.


I'd recommend one more stab - in these stages.


1. Create NEW material.

2. Apply material to ENTIRE part NOT polys.

3. Map and collapse each side.

4. UVW unwrap for any fine tuning, collapse.

Hope this helps - Good Luck!

Nigel :encouragement:


GOOD call on recreating the material, that's all it took to fix the problem. A 30 second fix for a 1+ year old problem.

Thanks everyone for the lessons, this was a very eye-opening week.
 
GOOD call on recreating the material, that's all it took to fix the problem. A 30 second fix for a 1+ year old problem.

Thanks everyone for the lessons, this was a very eye-opening week.

Very happy you got it sorted out MDK. Let the modeling continue. :)
 
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