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I have Model - Need to map skin

11-10-2006, 02:42 AM#1
Fluff
So I haven't modeled in a long time and am pretty much starting over... I have a model (which is just a box for test purposes) and have it in 3dms, 3ds, mdl, and mdx formats. (sigh) The .mdx seems to work because it opens at a cube in WC3viewer... but I need to make a UV map for it so the skin can go on it.

Basically, I just need a noobzorz tutorial and I've looked everywhere but the only ones I can find are a 3 -4 year old milkshape tutorial (which is outdated and doesn't work) and a bunch of 3dstudio max things, and I don't have 3dsmax and don't want to buy it.

Anyway, any tutorials that don't involve 3dsmax or 3c3 map utilities (won't work for me) would be great. Thanks for taking time to help a nubcake.
11-10-2006, 03:30 AM#2
Guesst
So you're using Milkshape, then?
11-10-2006, 04:43 AM#3
Fluff
Yeah I made it with Milkshape.
11-10-2006, 05:56 AM#4
Guesst
Try reading this, which I copied from their tutorials forum
Quote:
TEXTURING

Here's one of the most important part of the model - Texture. For those of you who don't know what a texture is, a texture is the color applied to a model to give it a realistic look. There are three ways to get a texture. You can just search for a picture of the object you modeled, make a texture with another program like photoshop, or download it from somewhere that they make textures specifically for modelers. So, get your texture and save it somewhere. Go to the materials tab and click new. This creates a new texture that should look gray. Where it says none, you can click on it and browse for that file of your texture. Open it. You should see it wrapped around a sphere. This is your texture. you can also play around with the Ambient, Diffuse, Specular, and Emissve. So, to make the texture be on your model, go to the groups tool that is right next to the materials tab. Here, click on your group and click select. This selects all of that mesh. Now, while that is still selected, go back to the materials tab and click assign. Now, if you are in textured mode, you can see your texture on your model.
It should be all messed up at first. That is why there are UV mapping tools. UV maps assign faces to a part of the texture. Milkshape has a basic UV mapping tool. It is Texture Coordinate Editor. You can get here by going Window >> Texture Coordinate Editor, but first you need to make sure some faces are selected. Select your view in TCE (top left right bottom front etc.) and select your group. Use the tools at the left to get those selected faces on the right part of the texture. Just keep in mind while you're texturing that the larger the triangles, the more texture it will contain, making the texture part itself smaller on the actual model. There are other programs made specifically for UV mapping, but I'm just doing a Milkshape tutorial, not a LithUnwrap tutorial. So now, your model has color
.

The basic idea is: You select the polygons you want to map, you open the texture coordinate editor, you click remap, and you scoot the vertices around.
11-10-2006, 06:04 PM#5
Fluff
Ok, thank you very much! I did the tutorial and made a good UV map for the box and got to line up and stuff with a BMP I made, but how do I do it with a .blp? So right now I have a ms3d/bmp, and i will need a mdx/blp I have converters for that, but I need to know how to put a .blp textures on a ms3d model.

Thanks Guesst or anyone else who can help.
11-10-2006, 06:08 PM#6
Rao Dao Zao
You put the BLP texture on when you reach the game stage.

In the comments for the material in Milkshape, type:

Path: "Textures\Blahblah.blp"

Or whatever you see fit. Now, using an image conversion tool of your choice, turn your BMP into a BLP and when you import the final model, import the skin to that path, bang, you're done.
11-10-2006, 07:36 PM#7
Guesst
No quotes around the path there.
11-10-2006, 09:55 PM#8
Fluff
Thanks to both of you. Now I have this worked out and I can go back to fixing my skin (which I'm better at).