1.1 Preparing for texturingI assume, that you already have your 3D model ( imported from FSDS ) in Gmax.If not, and you don't know how to do it, read this tutorial by Fraser Turner: http://24.215.16.166:8080/fstutorials/fsdsgmaxmdl/start.htm ![]() I also assume, that you have prepared BMP textures like this: | |||||
![]() We could use them in Gmax too. Also remember, that texturing in Gmax is a bit different than in FSDS. Maybe it's more complicated, but it's more powerful. We are actually applying not only texture but a material, which may include a map ( texture ) So let's do some
texturing. | |||||
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1.2 Texture assigning![]() Find your BMP texture ( you can doubleclik on it to view it ) and "drag and drop" it from Material navigator onto desired part in some viewport: ![]() This is the quick way to create simple material with texture and apply it on part at the same time. You probably don't see yor texture yet, only the part with changed color. This is because your part doesn't know, how to apply the new texture. You can close ( or minimize ) the Material navigator and follow the next step. |
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1.3 Texture mapping - entire objectSelect the part, you just assigned with the texture.![]() Select "Modify" tab on Command panel and then select "UVW Map" from "Modifier list" ![]() ![]() Now you finally see your texture on your part, but it is not positioned right. Don't vorry, We could modify it by editing UVW Mapping parameters.
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You probably see, that your
texture is rotated about 90 degrees. We will fix it by modifying the UVW mapping "Gizmo" Click "+" at UVW
Mapping line in Modifier Stack and select sub-object called
"Gizmo". You can also rotate desired
object by typing exact value in "Transform Type-In" box on status
bar, or in the special panel, which you can display by right-clicking on
move, rotate or scale tool button. But when you look at the right
side of your fuselage, you will see the same texture, which is also
mirrored. If your part is textured on both sides with the same mirrored
texture, you can stop here and start to texture another
part. |
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1.4 Texture mapping - sub-object selectionWe would like to map our texture on the right side using different way. We can do it by selecting desired polygons and apply the UVW Mapping on them, just like in step No.3.But in order to keep our previous mapping, we should do our selection "after" our previous mapping. We can do it by applying modifier "Mesh select". ![]() So apply it and then select "Polygon" sub-object and select appropriate polygons. ![]() If you want to see your active part only, select it and then select "Hide unselected" in "Display"tab: ![]() ![]() Then you can select desired polygons in front view like this: ![]() Or you can select them in "Right" view. Hit "R" shortcut or right-click on text ( upper left corner ) in some viewport and select View > Right Then check checkbox "Ignore backfaces" : ![]() and select whole part with crossing window: ![]() Now only right half of part's polygons is selected : Then select "UVW Map" from Modifier list again and do similar steps like we did on left side: Mapping ... Planar Alignment ... X Alignment ... Fit ( it helps us to see texture's rotation ) UVW Mapping > sub-object Gizmo > Rotate 90 degrees Alignment ... Fit V Tile ... 0.5 U,V Tile Flip, if necessary Now it seems, that our part
looks just like before these steps, but there is one difference - we can
adjust this new mapping on the right side independently to left
side. This isn't maybe precise
engough in our case ( texture stretched to borders ), so we would like to
move it with some accurate value. |
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