• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS2004 About Unwrap UVW

Nice tutorial Tic - LOL - I don't use GMAX but mapping textures is my absolute least favorite part of modeling... Previously - I built steam locomotives and getting the extruded tapered cylinders mapped to something useful - was always a royal pain...
:)

Regards,
Scott
 
I didnt think of that.

In the past 2+ weeks, I have been running tons of tutorials on YouTube on 3DS Max. I kept finding a few, now and then, that were in other languages. Didnt help me at all. :S

I think the most useless YouTube "tutorial" I've ever seen is one that referenced "speed drawing" in the title. It featured some showoff "creating and texturing" an object in Max at supposed "high speed..."

It was either an edited video, or the fellow had recorded a MaxScript while working and simply played it back at high speed.

Either way, it flew through the menus so fast that no one could possibly follow what he was doing.
 
I think the most useless YouTube "tutorial" I've ever seen is one that referenced "speed drawing" in the title...

I think I watched that one when I was trying to learn poly modeling - the kid made a land rover or something with lines & "cap holes" (I think, the video was accelerated and you couldn't tell what he was doing to save your life). I tried the "line method" a little bit but it proved useless because I ended up with bazillions of vertices & polys. Oh well, I have to admit it was entertaining :) .
 
If you create a Box, it will create a different ID for each face of the cube.
 
Yes,I know that,but is there a normal rules what face called what?Like the botton called * and the top called *?

Good question.
You can find that by yourself. Make a texture with numbers 1-6.
Making a simple cube and use the same method of wrap.
Then you unwrap it and move each ID to the number 1-6. You can see which ID assign to what.
Next time we can know what is should be assign at least for the bottom.

Edited:
I'll do that for you. I'd to know too. Please notice the arrow in X, Y, Z Y is the side that father from you.

Number01_zps64e4df81.jpg


1 Picture show number 1 is the top and the front is 5 and left is 3.

Number02_zps622c31e9.jpg


2. Number 6 is the Y axis far way from you or the back side.

Number03_zps36713cf6.jpg


3. As you might guess, the top is the first ID so the bottom should be 2, yes the guess is right.

It seems to be the top is the first one ID and the bottom is the second. Front should be last priority, number 5 and back should be number 6. Left should be 3 and right should be 4.
 
Last edited:
OK,thank you.Z axis,top and button are 1&2,X axis,front and back(the X axis arrow from direction is front) are 3&4,Y axis,left and right(the Y axis arrow (left) from direction is left) are 5&6.And this is only for a cube?Other object may have more faces.
 
I did that a somewhat easier way:

1. Create a cube
2. Add an Edit Mesh to the stack.
3. Go to Polygon subobject mode (click black plus)
4. At bottom of stack click Select by ID button
5. Select #1, click OK.

The polygon with ID #1 is selected. If you right click the User (or Perspective) word on the screen and choose Configure/Shade Selected Faces, that polygon will turn red (in solid view).

Repeat this by repeating #4 and 5, choosing a different number instead.

Hope this helps,
 
I did that a somewhat easier way:

1. Create a cube
2. Add an Edit Mesh to the stack.
3. Go to Polygon subobject mode (click black plus)
4. At bottom of stack click Select by ID button
5. Select #1, click OK.

The polygon with ID #1 is selected. If you right click the User (or Perspective) word on the screen and choose Configure/Shade Selected Faces, that polygon will turn red (in solid view).

Repeat this by repeating #4 and 5, choosing a different number instead.

Hope this helps,

Very helpful for me,but can you edit your last reply and add some/a photo(s) because I don't have time to try your way now.I visit with my smartphone now.
 
You should see now that there are many ways to accomplish the task. There is no one true method...

Experiment with all of the methods suggested, then pick the one that you find easiest.

In any given project, I may end up using ten or more different methods before I am finished! :cool:
 
You should see now that there are many ways to accomplish the task. There is no one true method...

Experiment with all of the methods suggested, then pick the one that you find easiest.

In any given project, I may end up using ten or more different methods before I am finished! :cool:

you have 10 or more methods?Are you a member of Eaglesoft?
 
Thanks Jim for your tip, that is helpful.
It is true, there are a lot of methods to accomplish the task.:D
It sounds like we are in the conference of Unwarp UVW.:rolleyes:

I'd like to know other 10 or eleven methods too. We know new things every day.

Like Steve Job said "Stay foolish, stay hungry".
I have to warn Lan Chen, please do not ask the meaning of this. Ha Ha.
 
Last edited:
One thing I do a lot of is "tear apart" my models and texture parts individually. In the example below I was going for fairly high resolution texturing (40px/foot), this smallish building uses 5 individual 1024 pixel texture sheets. Two 1024 texture sheets come together at the center of the building for example, therefore it's easy to split up the two front faces, create a material for each texture sheet, and apply/map that to it's corresponding surface. I learned this trick while I was building the silverado HD in the McCall thread, but I use it more and more every time I model because it just makes texturing so much easier - especially useful as my models get more and more complex. Maybe everyone does this and I'm just now catching on, I don't know :) .

I build the basic geometry as I would any other object, but when it comes time to texture it I "tear off chunks" and texture them individually. With "select & move", in "edit mesh > polygon sub-object" mode, select the face you want to texture, hold the shift key down and drag a short distance to clone the face. "Clone to Object" and give the part a meaningful name like "wall_front_west" or something. Re-select the original poly you just cloned and delete it. Next select the newly cloned part and snap it back into position with "snap to vertex" on.

Now you can apply one of your texture sheets/materials to the part, and since it's just a flat plane, add a UVW map modifier using "planar", and set the size in both directions to whatever distance 1024 px on your texture sheet covers. For example if you're texturing at 40px/ft, 1024/40=25.6 so set both dimensions of the planar map to 25.6 feet. With that you can use the "gizmo" to move or rotate the texture sheet onto the part closely enough that you really don't even need a UVW unwrap modifier - I usually use one anyway for fine tuning however because with the gizmo it's a little hard to get 2 texture sheets to come together perfectly without "pixel snap", which is available in the UVW editor.

The coolest thing is that you can clone textured surfaces and use them on other parts of the model by just assigning a different material. "wall_front_west" can become "wall_back_east" for example by cloning it, rotating it 180° and snapping it into position on the back side of the building. Then just apply the appropriate material/texture sheet and you're done. "wall_front_west" can become "wall_front_east" by simply cloning it, adding a mirror modifier to the stack, and applying the appropriate material.

Here I've shuffled the individual faces of the building around to illustrate what I'm talking about, with everything snapped into position the building looks and exports like any other gmax building:


gmax_tear_apart.jpg



(no, I didn't save the model that way :) )

Jim
 
Back
Top