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gMAX/photoshop TEXTURING

01-09-2005, 05:43 PM#1
koolmunkie
i got gMAX and im making doodads but i don't know how to texture. I used Mago's tutorial but it never says what to do with photoshop elements or photoshop.

- take a picture,...what type of picture? blp? jpeg? tga? huh?
- skin it on the model / uvw skinning... ok...
- convert picture to sumthing like tga with alpha... but i have only photoshop?
- convert gMAX into MDL
- edit MDL, put Texture\mytexture.blp or mytexture.blp
- convert MDL to MDX
- when i open the thing it is all white...not red,black and white....

Can anyone tell me what i should do to texture, for example what should i start out to texture with... how should i convert that picture file into and what file should i get as a result. If you know how to do this, give me some help plz.
01-10-2005, 11:17 PM#2
koolmunkie
can anyone help make a simple model say a box, and texture it to make a textured model because his is real hard to do.
01-14-2005, 10:24 PM#3
DragonGeo2
doesn't photoshop support TGA format? And if it doesn't, go get The Gimp (www.gimp.org) for free.
01-14-2005, 11:04 PM#4
luckyownz92
Quote:
Originally Posted by DragonGeo2
doesn't photoshop support TGA format? And if it doesn't, go get The Gimp (www.gimp.org) for free.
Yes Photoshop does support TGA
01-15-2005, 07:21 PM#5
koolmunkie
what picture should i start with? a psd. jpeg. or blp. or tga.?
01-15-2005, 08:39 PM#6
koolmunkie
so photoshop doesnt need an alpha channel with a tga. file.
i got it to work heres da steps

THE .TGA file MUST BE 512 BY 512, trust me, this is how its done

-Make an object.
-Use a .tga file on it
-UVW unwrap
-export
-convert .tga to .blp
-edit MDL with it saying .blp
-convert MDL to MDX
-open it in WE

thx ppl, i would give you rep except for some reason it always turns gray
01-15-2005, 08:49 PM#7
luckyownz92
If it doesnt work as .blp import it as .tga and then reedit the mdl
01-15-2005, 09:32 PM#8
Windrunner
ok, but how do you use a tga on a model, is it like drag and drop?
and when you have the wrapping done, how do you get the picture out of gmax? it cant save as jpg or something.

oh btw, you give grey rep because you dont have 10 rep points. if you have 10 you can give 1 red or green rep to someone.
01-15-2005, 10:23 PM#9
Yamaha R1
I just drag and drop the TGA onto the model object, and it automatically becomes the material.

Then add a UV unwrap modifier, and click EDIT to move the vertexs around.
01-16-2005, 12:45 AM#10
koolmunkie
Quote:
Originally Posted by Windrunner
ok, but how do you use a tga on a model, is it like drag and drop?
and when you have the wrapping done, how do you get the picture out of gmax? it cant save as jpg or something.

oh btw, you give grey rep because you dont have 10 rep points. if you have 10 you can give 1 red or green rep to someone.

First make a picture of 512 by 512 pixels. Save it as .tga and make sure it is 36 pixel thingy not 24 or 12(if you see it you will know what im talking about). After you get your model textured and as an MDX.
You cannot save the texture from gMAX. Just convert the .tga to .blp by using War3Viewer. If the .blp is 0 kb, make sure the picture you did was 512 by 512 pixels becuase that is what always happened to me leading to many problems.

EDIT:it could be 256 by 256, uses less memory

Quote:
Originally Posted by luckyownz92
If it doesnt work as .blp import it as .tga and then reedit the mdl

im not sure if the tga will work, if it does, then its one step less
01-16-2005, 01:16 AM#11
luckyownz92
Quote:
Originally Posted by Koolmunkie
First make a picture of 512 by 512 pixels. Save it as .tga and make sure it is 36 pixel thingy not 24 or 12(if you see it you will know what im talking about). After you get your model textured and as an MDX.
You cannot save the texture from gMAX. Just convert the .tga to .blp by using War3Viewer. If the .blp is 0 kb, make sure the picture you did was 512 by 512 pixels becuase that is what always happened to me leading to many problems.


im not sure if the tga will work, if it does, then its one step less
Sorry it was 256 by 256 pixels :( i was mistaken when i pmed you the 512 size my bad
01-16-2005, 01:20 AM#12
koolmunkie
Quote:
Originally Posted by luckyownz92
Sorry it was 256 by 256 pixels :( i was mistaken when i pmed you the 512 size my bad

so thats da minimum?, oh well, still, wen you said it was 512 by 512 it alll worked.
01-16-2005, 02:55 AM#13
luckyownz92
Quote:
Originally Posted by Koolmunkie
so thats da minimum?, oh well, still, wen you said it was 512 by 512 it alll worked.
If it works with 512 then oh well then guess you use 512 pixels now :P
01-16-2005, 11:40 AM#14
Windrunner
Quote:
Originally Posted by Koolmunkie
First make a picture of 512 by 512 pixels. Save it as .tga and make sure it is 36 pixel thingy not 24 or 12(if you see it you will know what im talking about). After you get your model textured and as an MDX.
You cannot save the texture from gMAX. Just convert the .tga to .blp by using War3Viewer. If the .blp is 0 kb, make sure the picture you did was 512 by 512 pixels becuase that is what always happened to me leading to many problems.


im not sure if the tga will work, if it does, then its one step less
i meant when you did all the wrapping part, i cant get the skin out of gmax. the wrap itself.
01-16-2005, 03:41 PM#15
koolmunkie
Quote:
Originally Posted by Windrunner
i meant when you did all the wrapping part, i cant get the skin out of gmax. the wrap itself.

hmmm, ..tell me if im wrong, but the .tga (skin) u used is now a .blp, then on the mdl, replace
Code:
replaced1,
and in
Code:
Image""
place your .blp file in the quotes
ur skin is always out of gMAX,

also using 256 by 256 uses less memory, so it is better to use 256 by 256.