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How do you put a skin on your model

08-01-2004, 10:31 AM#1
dom200
Move this if it in wrong place

I have made a model and i need to know how u put a skin on it
08-01-2004, 06:05 PM#2
Dragon
Hello, this is the GALLERY.
08-01-2004, 06:32 PM#3
dom200
Quote:
Originally Posted by Dragon
Hello, this is the GALLERY.
Oh yeah it is
08-01-2004, 08:53 PM#4
rlx.esp-samuro
Quote:
Originally Posted by dom200
Move this if it in wrong place

I have made a model and i need to know how u put a skin on it


you have to make an UVW map from your model! this is the only way! because a texture is a stupid picture! you have to tell your model which poly/sheet should use which kind of the Texture!
for milkshape you could use lithunwrap its easy to understand!
important is the file format! .obj for example does not keep teh coordintaes .3ds does!
if you use n3dsmax its easy it ahs a own uvw mapper but you need an script called "Texporter" to save the uvw mappings !
08-02-2004, 08:32 AM#5
alpengeist36
moved back to main modelling forum,

and to explain it a bit better with 3ds max, you select your model, use the unwrap uvw modifier and then use automatic unwrapping tools or select face to make the unwrap (i'm SURE there's a tutorial on this somewhere). Then, you need texporter which i have attached so you don't have to find it ^_^ ... Use texporter to export a 32 bit .tga sized 128x128, 256x256 or 512x512 (most commonly). Then, edit this .tga to produce your skin, and set it as the texture in max (don't forget to set the texture type to warcraft III, not default)
08-02-2004, 02:30 PM#6
alreadyused
Quote:
Originally Posted by alpengeist36
moved back to main modelling forum,

and to explain it a bit better with 3ds max, you select your model, use the unwrap uvw modifier and then use automatic unwrapping tools or select face to make the unwrap (i'm SURE there's a tutorial on this somewhere). Then, you need texporter which i have attached so you don't have to find it ^_^ ... Use texporter to export a 32 bit .tga sized 128x128, 256x256 or 512x512 (most commonly). Then, edit this .tga to produce your skin, and set it as the texture in max (don't forget to set the texture type to warcraft III, not default)

I have read many tutorials and so forth on uv unwrapping and so forth and have even created several models with animations. Whenver i get to the part where i have to skin my model and unwrap etc. i have a ton of problems. I use gmax and moving verticies around is not cutting it. This for me is the hardest part of moddeling and is quite frustrating :( Is there anyway to unwrap your model in gmax and export it out as a flat picture to do your skinning?> I read something about a chilliskinner program but im not sure.. Can anyone give me any info?? it would be appreciated
thanks, alreadyused
08-02-2004, 06:32 PM#7
koolchaos
Quote:
Originally Posted by alpengeist36
moved back to main modelling forum,

and to explain it a bit better with 3ds max, you select your model, use the unwrap uvw modifier and then use automatic unwrapping tools or select face to make the unwrap (i'm SURE there's a tutorial on this somewhere). Then, you need texporter which i have attached so you don't have to find it ^_^ ... Use texporter to export a 32 bit .tga sized 128x128, 256x256 or 512x512 (most commonly). Then, edit this .tga to produce your skin, and set it as the texture in max (don't forget to set the texture type to warcraft III, not default)

Alright, so how do you set it as a texture?
Is there a program or a plugin, or a maxscript that I can use?
08-02-2004, 08:03 PM#8
rlx.esp-samuro
Quote:
Originally Posted by koolchaos
Alright, so how do you set it as a texture?
Is there a program or a plugin, or a maxscript that I can use?

Read my post!