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3ds Max Texture Problem

Hello there, this is my first experiment ever with textures in 3ds max, and I cannot figure out what's happening here:

this is the 3d model with the texture

rt2EWDv.png

Zs7z6zk.png

and this is the texture I applied

mkVEoQt.png

I simply added an "Unwrap UVW" modifier and then I applied a material with that bitmap as diffuse color.

Thanks in advance.

Replies

  • Millenia
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    Millenia polycount sponsor
    You do need to actually unwrap the UVs inside the modifier, it's not going to apply mapping automatically. That being said there are ways of automatically flattening the UVs but you don't really want to use them most of the time.
  • dr grim
    You need to tell Max through the UVWUnwrap modifier where to cut and split the UV shells. You will need multiple cuts because of the topology of the object in your picture. You want a reasonable set of uv shells you can understand in Photoshop to paint and you also want them distortion-free. Too many cuts to get rid of the distortion and you'll have to handle a lot of seams in your texture, not enough shells and cuts and you'll have a distorted template to paint that makes little sense. It's a balance every 3D artist needs to strike properly. It's a bit hard to explain in a single post especially if it's your first time doing it. I highly recommend going to youtube and looking up videos that will demostrate the process. You don't have to worry though, it's fairly easy to grasp the theory but it can take a bit of time to nail in practice because practice is the only way around it since they aren't too many written rules about unwrapping.

    Good Luck!
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