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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-01-2003, 05:46 PM   #1 (permalink)
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Default UV Mapping

Could anyone help? Ive been trying to uv map my models for skinning, ive tryed using chilliskinner following hefords tutorial but no luck, does anyone know of any other tutorials or add ons/scripts that will help with the UV maps
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Old 07-01-2003, 05:51 PM   #2 (permalink)
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You should probably say what problems you've been having with Henford's tutorial, so we can put you back on track. That might be a better way than looking for other tutorials.
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Old 07-01-2003, 11:20 PM   #3 (permalink)
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Have you tried visiting the ChilliSkinner web site. The tutorials there are excellent. The hardest part about learning to use ChilliSkinner is understanding the how to attach polys together so they "unfold" without distorting. Try asking some spectific questions to some specific problems and see what happens. Keep in mind that its not easy. It takes practice.
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Old 07-02-2003, 04:33 AM   #4 (permalink)
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3D Max 5 is good, but to get it you have to fork out big dollars or pirate it, I really don't care how you get it, its not my problem.

But I really like the "flatten mapping" option in Max 5, saves alot of time
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Old 07-03-2003, 06:51 AM   #5 (permalink)
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Ive been having a few problems, firstly I try to arrange the polys after optimizing and it comes up with a error message and crashes renX. Then in the small number of occasions Ive got past that stage, i find it imposible to distinguish which polys are what to skin. Then finaly when i go to apply the skin it says theres diffrent no. of vertices.
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Old 07-03-2003, 07:02 AM   #6 (permalink)
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That's because you use the default "detach pieces" option of chilliskinner.

http://www.chilliweb.co.uk/chilliski...ter_Truck1.htm

If you follow the truck tutorial, you'll notice that you can achieve better results if you're weld most of the parts together. It gives you a more efficient layout for texturing and makes the re-assembling of the model (by morphing) a lot faster.
You should try to have as few parts as possible.
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Old 07-03-2003, 05:17 PM   #7 (permalink)
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HawkRick.

Try naming your polys when you detach them. Give them specific names like "topHull" or "RHull", "LsideTurret"...etc. This will make things easier when you lay out and arrange your flattened pieces for skinning.
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Old 07-04-2003, 10:46 AM   #8 (permalink)
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Ive got it, the moster truck tutorial was great, I should hopefully be abel to get my models skinned. thanx a lot
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