Foolproof TEXTURING Tutorial
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Foolproof TEXTURING Tutorial
Theres loads of ways to texture your models but not all of them work for SWBF1/2 for some reason. So, here is a way that works:
1. Make your model.
2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's
3. Select the polygon (hotkey = U) you want to have 'texture A' then press Ctrl+L ...this will turn your selected polygon white.
4. Get Texture ( in the drop down menu at the top , click on Render> Get Texture. Click on image. Click yes on the pop up.
5. The texture editor pop up will now appear....click on New and navigate to texture A . this will apply 'texture A' to your selected polygon.
6. Press Alt+7 and arrange your polygon/s (make use of the subprojections) onto the 'texture A' as you want. Close the 2 pop ups
7. Change 1 of your 4 views to Texture Editor and do nothing else apart from Edit > Freeze.
Repeat steps 3 to 7 for Texture B , C , D , E etc etc etc etc.
Exporting - Create a null at 0,0,0, and keep it there. In the Exploror view name it Dummyroot and put all your models in it .
Branch select (middle mouse click) the Dummyroot - this will select all the important stuff inside the null.
Export.
I guarauntee this way works.
1. Make your model.
2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's
3. Select the polygon (hotkey = U) you want to have 'texture A' then press Ctrl+L ...this will turn your selected polygon white.
4. Get Texture ( in the drop down menu at the top , click on Render> Get Texture. Click on image. Click yes on the pop up.
5. The texture editor pop up will now appear....click on New and navigate to texture A . this will apply 'texture A' to your selected polygon.
6. Press Alt+7 and arrange your polygon/s (make use of the subprojections) onto the 'texture A' as you want. Close the 2 pop ups
7. Change 1 of your 4 views to Texture Editor and do nothing else apart from Edit > Freeze.
Repeat steps 3 to 7 for Texture B , C , D , E etc etc etc etc.
Exporting - Create a null at 0,0,0, and keep it there. In the Exploror view name it Dummyroot and put all your models in it .
Branch select (middle mouse click) the Dummyroot - this will select all the important stuff inside the null.
Export.
I guarauntee this way works.
RE: Foolproof TEXTURING Tutorial
wow, thanks!
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RE: Foolproof TEXTURING Tutorial
Off-topic : I guess you would have wished to place this thread among all other "Stickies" present in this GameToast forums' section, Bandu', and that's why it is now the case...
RE: Foolproof TEXTURING Tutorial
Cheers Lev
Texturing tutorial
Iv made a few alterations but I cant edit my post cos it was moved from the other xsi forum ...
Streamlined slightly to 6 steps.
1. Make your model.
2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's . Close the pop-up
3. select the polygon (hotkey = U) you want to have 'texture A' then press Ctrl+L ...this will turn your selected polygon white.
4. Get Texture ( in the drop down menu at the top , click on Render> Get Texture. Click on image. Click yes on the pop up.
5. The texture editor pop up will now appear....click on New and navigate to texture A . this will apply 'texture A' to your selected polygon.
6. Press Alt+7 and arrange your polygon/s (make use of the subprojections) onto the 'texture A' as you want then click EDIT > FREEZE (this will freeze your texture in place so if you wanna scale up/down your model later the texture will stay in place). Close the 2 pop ups
Repeat steps 3 to 6 for Texture B , C , D , E etc etc etc etc.
Exporting - Create a null at 0,0,0, and keep it there . In the Exploror view name it (Dummyroot or whatever you want) and put all your models in it .
BRANCH SELECT (middle mouse button) the Dummyroot (or whatever you named it) - this will select all the important stuff inside the null.
Export.
I guarauntee this way works.
Streamlined slightly to 6 steps.
1. Make your model.
2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's . Close the pop-up
3. select the polygon (hotkey = U) you want to have 'texture A' then press Ctrl+L ...this will turn your selected polygon white.
4. Get Texture ( in the drop down menu at the top , click on Render> Get Texture. Click on image. Click yes on the pop up.
5. The texture editor pop up will now appear....click on New and navigate to texture A . this will apply 'texture A' to your selected polygon.
6. Press Alt+7 and arrange your polygon/s (make use of the subprojections) onto the 'texture A' as you want then click EDIT > FREEZE (this will freeze your texture in place so if you wanna scale up/down your model later the texture will stay in place). Close the 2 pop ups
Repeat steps 3 to 6 for Texture B , C , D , E etc etc etc etc.
Exporting - Create a null at 0,0,0, and keep it there . In the Exploror view name it (Dummyroot or whatever you want) and put all your models in it .
BRANCH SELECT (middle mouse button) the Dummyroot (or whatever you named it) - this will select all the important stuff inside the null.
Export.
I guarauntee this way works.
It'll be the exporting process . your textures are getting lost somewhere along the line . If there are any import options make sure your keeping the UV's /texture. also you need to have those textures somewhere in the program for them to show.
I know pretty much nothing about milkshape or bcon as far as textures go tho'
I know pretty much nothing about milkshape or bcon as far as textures go tho'
I've now used xsi foundation to do this, and i have used your tutorial, but the textures still don't work (I'm using the pandemic addon that comes with the swbf2 modtools to export in .msh format) I think it's a problem with my textures, because I used a texture from the game and it works...but I can't possibly imagine what is wrong with my 24-bit tgas.
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- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set