View Full Version : HMS Ocean UV Mapping
21 Sep 2009, 14:45
Ok this is my 1st post so i'd like to start by saying hi to all :) Now onto business, i'am trying to model HMS Ocean which for those that don't know is a british helicopter landing platform ship. This is my 1st modelling attempt with 3D Studio Max(9) and have had no experience modelling before this so please be kind :) I am a fastish learner but have to say this uv mapping thing is giving me an absolute ball ache, i have followed a few vague tutorials but none of them seem to work or get me off to a start. As i understand it i should be breaking my model down into sections and then applying uv mapping to these parts and then apply uv unwrap modifiers to these parts also. I have been using the textures for the default aircraft carrier that ships with FSX:Acceleration as a rough guide as to which parts should be broken apart and how the texture maps should be arranged. My problem is how the hell do i get all these parts, for example the Hull parts onto one texture map? The most success i have had has been to apply a planar uv map to the side of the Hull and then in the uv unwrap edit tab rotate and scale it and then move into position, but as i said this is only one part :( i have posted some screens of my model so hopefully someone can give me an idea of where or how to start uv mapping this model, if it's possible at all :) any help or info would be very much appreciated. I'm wandering wether i have missed a couple of steps that should be completed before uv mapping. This model is not yet complete but need to get to grips with uv's before i go any further else there just won't be any point. Thanks in advance just for taking the time to read my dribble :)
Essentially, the "secret" to mapping large objects such as your ship's hull is to use the power of Max/GMax to the fullest: Material ID numbers...
You see, you can quickly select groups of polygons and assign them to a specific MatID number. Although this tutorial of mine is for an aircraft fuselage, the principles and techniques described will work for any object... ;)
How to UVW Map Fuselage on 2 BMPS...
Nice work !
That's a lovely looking Ocean.
Although the MS default textures are nice,
they wouldn't do justice to such an excellent model. :D
In case you've not seen these -
You might be able to perspective correct
some of the pics included at these sites -
Royal Navy - HMS Ocean - Photo Gallery (http://www.royalnavy.mod.uk/server/show/nav.00h001001005001)
Google Images - HMS Ocean (http://images.google.co.uk/images?hl=en&source=hp&q=hms+ocean&um=1&ie=UTF-8&ei=TNm3SpyDN4G5jAe1sOTBCw&sa=X&oi=image_result_group&ct=title&resnum=1)
Well worth driliing down on those google links for any of the image hosting sites.
e.g. Flickr, picasaweb, imageshack, etc.
Filckr User Album (http://home-and-garden.webshots.com/photo/1091838654042678549DsWUdV)
Some very minor notes -
Phalanx on the bow.
Bridge wing is slightly different.
Look forward to seeing her in FSX.
22 Sep 2009, 06:06
Thanks for your replys and comments they are well recieved :-)
@n4gix - thanks for the link and the point in the right direction, i shall get on that and give it a try as soon as i get home from work, which cant be soon enough. I feel like a kid with a new toy to play with atm lol.
@BAsys - Thanks for the links and info but trust me i've been all over those sites for a while. Luckily this year it was navy days down at plymouth and i was lucky enough to go down. I got on Ocean twice and managed to grab some of my own up to date photos when not being distracted by the choppers flying about :-) So yes i certainly need to do a touch of remodelling especially as the buggers took her in for refit not so long back and have changed her rear end :-) I do intend to model the phanax properly to, i just stuck that silly white bit on the front for my own reference :-)
again thankyou both for the replys and info, it will im sure be most helpful. I will post more screenshots soon if i have success, if not i'm sure i'll be back to pick your brains :-)
08 Oct 2009, 17:26
Checkout the showroom for more screens, that is where i shall post updates from now on. Still no textures n4gix but you solved my problem of getting the wireframe template views out in the correct scale/aspect ratio so a big thanks for that, im sure the texturing will make alot more sense now after reading your tutorial, once i get around to it that is :)
vBulletin® v3.8.3, Copyright ©2000-2013, Jelsoft Enterprises Ltd.