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GMAX Material Problem

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7
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us-arizona
Hello anytime i try to texture anything the part that i want to apply a texture to just turns gray, i have the show map in view point button activated. I don't know what to do. Please help. Attached is an image to show what I'm talking about.

-Robert
 

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  • GMAX Materal.jpg
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Wrong "blue/white checked cube." Press the "back arrow" to return to the Parent FSX Material and use the "blue/white checked cube" on that dialog.

You should see your texture on the part (possibly messed up without a UVW Map). Ordinarly a UVW Map is automatically created when you make the part, but it isn't always what you want precisely! :)
 
Hi,

If you are sure that you have the checkerboard button pressed, then it sounds like a missing texture mapping. If you just try to add a new UVW Mapping modifier does the texture then show?
 
The problem is that you've never clicked on the "Apply" button in the Material Editor!

If you open the Material Navigator and look, you'll see that there is a "blue ball" in the left column, and no objects are listed after the entry []...

Select your hangar roof, click on the "Apply" button and note that the "blue ball" changes to a "red ball" and the object name is now listed as being assigned to that Material...
 
Posting only the .gmax file is useless without the textures, since no one can "see" what you're "seeing..."

In any case, even without looking I can pretty well conclude that after "Apply"ing the FSX Material, you did not add a UVW Map modifier to the stack and take a "snapshot" of the roof, which would allow you to then add a UVW Unwrap modifier and Edit the UVW Map (it's like cropping a photo!).

EDIT: I've confirmed my hypothesis. I see that you did add a UVW Map modifier, but you failed to select the polys you wanted to UVW Map first. When I added a UVW Unwrap modifier and opened the UVW Editor, I noted that only 1/2 of the roof (one triangle) was selected, and filled the available texture boundaries...

...which means that even the 1/2 that was mapped wasn't scaled to "fit" the roof's portion of your texture sheet, and the other 1/2 of the roof would have nothing but random placement/scale.
 
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Bill Womack did a very good job with his mini-video tutorial. The only thing I might have done differently would have been to "fold" the roof map in half...

...since the two halves will quite likely have the same "shingles" or whatever for their actual texture.

This would allowed the front and back to have been scaled up a bit more... ;)

Sometimes it's useful to work "backwards," meaning that you could create the actual texture elements in Photoshop, arrange them for best "fit," then arrange the UVW's to match the texture sheet's layout! :D
 
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