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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 06-18-2004, 12:17 PM   #1 (permalink)
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Default Mapping infantry models?

How do you unwrap an infatry model then? I have tried using the 'UVW Map' and 'Unwrap UVW' commands. However, whilst this results in a very nice mapping of the front, it completely distorts any thing along the 'sides' of the infantry and means you cannot put any detail onto the top of the arms. Also, in most areas, the same texture will appear on the front and back of the same area. How are you supposed to unwrap infantry?
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Old 06-18-2004, 02:01 PM   #2 (permalink)
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you need to break your model down into elements.
- select faces then click on detach and select detach to element. so you could for example create 2 elements, on backside and one frontside
after this go through the normal process to create your template but remember to flatten the pieces so that the view being used to create the map all faces are perpindicular to the view, so that all faces occupy the same amount of surface space in that view as they do in 3d space. do this by grabbing edges or vertices an pulling them so faces show the same surfaces area in that template view. and make sure to rotate all element pieces to face the same direction.
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Old 06-18-2004, 02:10 PM   #3 (permalink)
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You need to use the 'planar map' function along with edit faces in the modifiers box IIRC, you select the faces from the side, then hit planar map, and the selected faces will appear from an average side view in the UVX map box...

Ok, thats the worst explanation ever. I believe its the correct method though... and there was a tutorial somewhere...

Damn, Im too tired to think, sorry i cant be any more help

edit: http://killasmods.game-mod.net/tnkskn3.php

that details the method im speaking of!
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Old 06-18-2004, 02:44 PM   #4 (permalink)
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chilliskinner
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Old 06-18-2004, 03:20 PM   #5 (permalink)
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I normaly use chilli for all other models, but if you try to use it on infantry you have to do each face separately :dead:
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Old 06-18-2004, 03:45 PM   #6 (permalink)
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Then you have a lot more to learn about using chilliskinner....

Weld only 2 vertices instead of all 3 and you'll be able to unfold..
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Old 06-18-2004, 05:23 PM   #7 (permalink)
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cylindrical mapping.manual is the way to go.And as already suggested, break your model up.If you cant get things to match properly at the joins(should not be a problem on such small models) then you could try a program like maxon bodypaint 3d to touch up the joins.
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Old 06-18-2004, 06:08 PM   #8 (permalink)
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Quote:
Originally Posted by Flyby
Then you have a lot more to learn about using chilliskinner....

Weld only 2 vertices instead of all 3 and you'll be able to unfold..
Oops I didn't quite mean that you have to do each face separately. What I meant was that after detaching, all the faces are separate so each face has to be welded individually. I know about linking the different faces together. It's just that with infantry, there are lots of them and sometimes ones which look like they can be linked cause it to be distorted... I'll have another look with Chilli though....
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