Hey I'm new to texturing and unwrapping and now see a problem with my unwrap and texture for my low poly model which I forgot to attened to.
I have textured the back and front of the model but I forgot the sides (Yeah, I know, stupid right?) Is there any way I can select all the side parts. My unwrap is pretty confusing right now.
Replies
Using checker or a numbered grid as your texture while you unwrap is preferable because then you can see where your stretching is occuring and you won't have to pay the price for re-doing your texture later on.
I'm feeling generous. If you want to send me the max file I can unwrap it for you quickly. Then when I send it back you can see how it should be done so the sides don't stretch.
EDIT: btw I'm still on max 2008. I'm not on 2009. Maybe exporting as an .obj would be better so Maya and older max users could give it a shot... :-P
EDIT : rapidshare works - way easier to use.
http://rapidshare.com/files/195609216/Maraagroth.max.html Please dont use it and say its yours (I dont think anyone will because its a a rubbish model anyway)
https://www.yousendit.com/download/WnBUa3NhU1BqY3F4dnc9PQ
I exported as .obj so others could view if they wish. Import in with "texture coordinates" checked
I was pretty sloppy with packing but you can almost fit it into a 2x1 space if you move some of the shells around.
The best way to do this is to think of your model as a 3D piece of paper when cutting in your seams. Then research some tutorials on "pelt mapping".
Hope this helps somewhat?
Edit : Lol, never thot of going to uv unwrap. Nice Pelt map.
The purpose of unwrapping is to "flatten" everything down so when you paint on the surface nothing will stretch.
Follow this tutorial
http://www.bobotheseal.com/tuts_vertex_bake01.htm
It's a bit old. Instead of needing texporter you could just use "render to texture" in max and add a LightingMap element.