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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
12-08-2003, 12:39 PM
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#1 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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a problem with henford's skinning tutorial
as u probably all noticed, the pics aren't working.
i've tried to find an alternate source for the pics, but neither did henford respond to my mail, nor is his page working.
does anyone know where to get them?
my basic problem is that i need to find a way to unwrap several object in one scene into one uv. i'm trying to texture mech which consist of 9 or more seperate parts(feet, thighs arms torso, hip etc) and texturing them all seperately is A: a lot of work which could be way easier, and B: i was told that something like 12 textures or so wouldn't work in generals.
so if you happen to know a way to unwrap all those seperate object at once, i won't need the pics anymore :drunk:
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12-08-2003, 02:23 PM
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#2 (permalink)
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Senior Member
Join Date: Mar 2003
Location: northeastern USA
Posts: 133
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you want to group them, unwrap them, then ungroup them. they'll retain the unwrap information even though they arent the same object anymore.
look to proclones skinning tutorial on the blitz site for more info. 
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12-09-2003, 08:36 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Revora Forums
Posts: 496
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Re: a problem with henford's skinning tutorial
Quote:
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Originally Posted by Chevieblazer
as u probably all noticed, the pics aren't working.
i've tried to find an alternate source for the pics
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Welcome to the club. :lol:
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12-10-2003, 01:17 PM
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#5 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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thank mastermind, i'll try that one!
btw, i tried that grouping idea. grouping worked fine, but then i couldn't unwrap any polies from the grouped mech :tard:
is this because i re-imported it from w3d?
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12-10-2003, 07:10 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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You can't unwrap groups, they have to be editable mesh objects. If you ungroup them, you will be able to unwrap them.

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12-11-2003, 10:39 AM
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#7 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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which would bring me back to the original problem of having 12+ seperate objects, and 12+ seperate textures, right?
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12-11-2003, 04:36 PM
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#8 (permalink)
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Member
Join Date: Jun 2003
Posts: 32
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If I understand the problem correctly, it doesn't matter how many parts you have. If your mech had 50 legs you could put them all on the same UVMap. Just ungroup everything and make your UVMap and then you can re-group them once the skin is attached. Hope that helps.
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12-11-2003, 06:47 PM
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#9 (permalink)
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Senior Member
Join Date: Mar 2003
Location: northeastern USA
Posts: 133
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sorry i gave bad info before... dont "group". right click and use "attatch". then you can upwrap each part. when they are all unwraped, click "element" as your selection method. click each seperate part, right click, and choose "detatch".
i know this is how it can be done in renx. if you are using 3ds max then the process might be different.... im not sure.
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12-12-2003, 01:33 PM
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#10 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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i'm using renx, but when i want to get into editable mesh modifier to select element mode, all textures vanish :S
or am i gettin somewthing wrong
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