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Mapping Textures Onto Models?

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Level 12
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May 9, 2009
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Hello, I am looking for a tutorial or sometimes to show me how to map textures onto models or areas of a model. Like changing what parts of the texture are displayed on what particular areas of the model.

I tried searching for something but I found nothing. Is the word "mapping" not the right one? What is the word or phrase to search for when looking for some help on the issue?
 

Ardenian

A

Ardenian

It is called UV Mapping and I myself use Mdlvis for it.

This tutorial explains some bits: http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/mdlvis-model-edition-creation-animation-uv-mapping-179193/

However, I am not aware that there exist full tutorials to this, since it is easy and you understand it fast.

If you know the structure:
Texture -> Material -> Geoset
then you will fast understand how it works.

Each geoset, the model parts, has an assigned material which uses a specific texture and a bunch of other settings.

So, if you would like to make a particular part of the model use another texture, then you have either to copy paste it into another geoset using the texture you want or detach it as new geoset, assigning a material to it having the wished texture as base.
You can use one material for all geosets, if it fits your needs.
 
Level 29
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Jul 29, 2007
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Each geoset, the model parts, has an assigned material which uses a specific texture and a bunch of other settings.

So, if you would like to make a particular part of the model use another texture, then you have either to copy paste it into another geoset using the texture you want or detach it as new geoset, assigning a material to it having the wished texture as base.

Actually every layer in the material references a texture, and a texture coordinate set, so you can use as many textures and texture coordinates as you want.
That being said, I don't know if any community made tool supports multiple sets, so people usually layer textures with the same one (e.g. a base texture + team color).
 
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