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Old 06-27-2007, 06:20 PM   #1
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Default 3D Studio Max: Model Unwrapping (UVW) - Average - 3D Art

Load your model/mesh. Select Unwrap UVW in the modifer list.



Click on edit, to lead the UVW window.



Admire the shitty default UVW.



Click on face in the UVW modifier menu.



Select some faces.



Then click Planar View. Note, its best to chose an axis when you use planar view, else use a set view points (front/side/top and click 'Averaged Normals'.



Now look back at the UVW window.



Arrange the faces you have edited.



Lets make the view clearer. Click on options > Advanced, and delsect the following:



And thus!



Grab the back faces and repeat.



Then flip the selection so you can arrange it nicely.



The excess shows more faces need to be arranged.



Grab sections and arrange them accordingly, preferably annexing joined polygons. The purple lines tell you where parts are joined on the model.





TIP: Only unwrap one half of the model if you have a symmetrical mesh. you can then simply mirror the mesh, and both sides will use the same texture.
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Last edited by Whitehorn : 06-27-2007 at 06:21 PM.
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Old 07-05-2007, 09:01 PM   #2
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Cool thanks for these! I'm just gonna hope they work with gmax :).
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Old 07-11-2007, 06:57 AM   #3
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If I'm making a model that will use in-game textures, how can I show the texture on the map so when I arrange the faces I know they will be in the right spot to match this premade texture?
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Old 07-11-2007, 09:09 AM   #4
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I usually drag a jpg version of the texture onto the mesh and then click the EDIT button.
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Old 07-11-2007, 09:25 AM   #5
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all you have to do is to click on that cube with a checker pattern on it and from the rollout right of the cube chose your texture (it should be there if you have a material applied to your mesh that has a texture). If it's not, chose Pick Texture and then chose "Bitmap" and search for your stuff.
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File Type: jpg uvwshit.jpg (109.3 KB, 143 views)
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Old 07-19-2007, 11:32 PM   #6
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Forgot that crap.

TDR taught me a lot of what I know anyway ;)
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Old 08-23-2007, 08:55 PM   #7
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how do you export the uv map?
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Old 08-25-2007, 01:54 PM   #8
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texporter
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Old 10-01-2007, 09:53 PM   #9
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where do i get textporter? (delayed response much)
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Old 10-02-2007, 07:33 PM   #10
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search much
http://www.wc3campaigns.net/showthread.php?t=87330
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Old 06-23-2008, 09:13 AM   #11
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how to import mt own Textures? i really wanna know
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Old 07-16-2010, 05:31 PM   #12
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I'm working on some uber huge model, and that's probably why I got this error box during exporting. I'm using 3ds max5 with war3art tool

Guess what, almost all of my uvw unwarpings gets reseted after importing it to worldedit, but it looks perfect if I open the same mdx model via warcraft3viewer. Any suggestions?
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