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mapping question
show user profile  stevey2shoes
HI
I'm making my first car,which has transfers or decals on it,
I have no idea how I am going to position these on the car without making the jpeg, applying it, then going backwards and forwards, an infinite amount of times changing the material until it accidentally lands up where it needs to be.
There must be a scientific way of taking the guess work out, but where do I start please,
Steve
read 362 times
10/1/2011 10:07:50 PM (last edit: 10/1/2011 10:07:50 PM)
show user profile  Davious
Uvw mapping will allow you to position the decal exactly where you need it.
You could select the polys you want the decal to be, copy them and apply a push modifier to them.
Then apply the decal to these separate polys with an alpha for the transparency.
Thats how I would do it anyhows.

have you done any unwraping ? thast your next step

" Difficult, yes. Impossible , no..."
read 354 times
10/1/2011 11:47:08 PM (last edit: 10/1/2011 11:47:08 PM)
show user profile  stevey2shoes
Thanks I use UV MAP modifier a lot, even when I probably don't have to, ive never touched push and know what an alpha channel is, and why you recommend using it, but it still fills me with fear.
thanks anyways
steve
read 345 times
10/2/2011 12:36:17 AM (last edit: 10/2/2011 12:36:17 AM)
show user profile  Davious
UV map is not the same as uvw unwrap.

Map an object so you don't get distortion on your object.

Unwrapping allows you to arrange the object polys within the uvw space so you can create a texture that is efficient and doesn't overlap.

I think theres a tutorial in max putting a label on a bottle that uses push.

Use alpha to set the transparency of a material. There are a few tutorials on this.
Try to unwrap your unsmoothed car first , or just unwrap the polys you want the decal on.

" Difficult, yes. Impossible , no..."
read 330 times
10/2/2011 2:54:10 PM (last edit: 10/2/2011 2:54:10 PM)
show user profile  tileboy
I'm learning all this stuff right now and just completed a tutorial which should help you position your decal. I don't know what version of 3d max you use, but if you've got 2012 there's a glitch in the performance of the uvw editor in the uvw unwrap modifier where you have to click the face or vertex options in the bottom left corner and then click back to object.

Anyway, here's a link to the tutorial :http://download.autodesk.com/us/3dsmax/2012tutorials/

go to" materials and mapping" tutorials and scroll down to "controlling a texture with unwrap unw"

The tutorial shows how to precisely position parts of a jpeg onto a plane


read 315 times
10/2/2011 10:45:20 PM (last edit: 10/2/2011 10:45:20 PM)
show user profile  mike_renouf
The push method might be a good way of solving what you're tryin to achieve right now - I've not messed with that before so I'll take everyone's word for it. What I would say is that unless you're doing architectural work I think most projects will be easier for you if you can learn a bit of unwrapping. It's a really powerful process and I need to learn it better myself. Since you're keen to make characters I'd put it firmly on your to-do list to learn UVW unwrap.

Just my 2 cents.




read 299 times
10/3/2011 4:03:41 PM (last edit: 10/3/2011 4:03:41 PM)
show user profile  digital3ds
i like to have my unwrap in photoshop, save the jpeg, load it to the material, and have both programs open. whenever you update the jpeg (or tif etc) in photoshop it will automatically update in max, letting you see if your texture is accurate
- Mike Sawicki




read 279 times
10/4/2011 3:35:00 PM (last edit: 10/4/2011 3:35:00 PM)
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