| 02-26-2004, 11:31 AM | #1 |
Ok well i'm sure you all know me as a skinner but I have allways wanted to model for myself. Well I decided to do that a few days ago. So I bought a few books that came with 3dsmas 6 trial version and its on my computer. I kinda know what i'm doing but its really confusing Now before you all reply saying read the tutorials noob just listen to me for a minute. I have been following this tutorial but its for 3dsmax 4 and alot of the icons and interface is different ( I use 3dsmax 6) does anyone here care to tell me how to properly unwrap a box and be able to skin it? |
| 02-26-2004, 11:44 AM | #2 |
I hope you arn't expecting to get a model in to wc3 with 3ds max 6... Art tools doesen't work for 3ds max 6 and i am not sure if 'Dex does. But you might have a rather hard time to get a model into wc3 if that is what you want. How to unwrap: 1. Add a uvw modifier 2. Go into sub-object mode (click the uv modifier once sow it shows yellow instead of gray) 3. Click some faces you want in plan in the uv (should be on a plan level! (So there isn't any stretches.)) 4. Then look down in "Sub Object params" where you should see X, Y, Z and Averaged Normals. I use the average normals most of the time (It flattens the uv's from the way that it best can see all the faces selected) 5. Click "Planar Map" 6. Click "Edit" and then scale, rotate, move the uv's where you want them. 7. Repeat. This is how to do it in 3ds max 5 anyways... I don't know about 6, never used it. |
