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HMS Ocean UV Mapping

Discussion in 'Other' started by StealthBloke, 21/9/09.

  1. StealthBloke

    StealthBloke

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    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 :)

    Attached Files:

    Last edited: 21/9/09
  2. n4gix

    n4gix Resource contributor

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    Lovely model!

    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...
    http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1126473781
  3. BASys

    BASys

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    Hi Folks

    StealthBloke -
    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
    Google Images - HMS Ocean

    Well worth driliing down on those google links for any of the image hosting sites.
    e.g. Flickr, picasaweb, imageshack, etc.
    Filckr User Album

    Some very minor notes -
    Phalanx on the bow.
    Bridge wing is slightly different.

    Look forward to seeing her in FSX.

    HTH
    ATB
    Paul
    Last edited: 21/9/09
  4. StealthBloke

    StealthBloke

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    Thanks

    Hi guys,

    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 :)
  5. StealthBloke

    StealthBloke

    Joined:
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    New Screens

    Hey guys

    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 :)

    Cheers.
    Last edited: 8/10/09

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