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Post by knapman [FD] on Feb 19, 2011 20:18:30 GMT
well thats not the way to do uvmapping, so i'd fallback to my previous post
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Post by kamakazikilla on Feb 19, 2011 20:51:55 GMT
alright... well could you at least tell me what tool to use in 3ds?? because i honestly have looked through at least seven tutorials on the subject and none of them tell/show me how to create any kind of .png file to apply to the mesh... i can make the mesh different colors, sure, but that doesn't help me any because it only changes the direct x file when it's imported (which means i only have one color of note for all five frets)
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Post by knapman [FD] on Feb 19, 2011 21:47:15 GMT
you apply textures with the material editor, press m
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Post by kamakazikilla on Feb 19, 2011 22:20:44 GMT
i understand that, i guess i just don't really get how to apply multiple UV maps to only one mesh, and then get them into that .png format from that point...
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Post by David on Feb 19, 2011 22:45:31 GMT
i understand that, i guess i just don't really get how to apply multiple UV maps to only one mesh, and then get them into that .png format from that point... But aren't now trying to do the opposite to that? You want to apply multiple meshes to a single Texture. You shouldn't be trying to do Multi-Texturing. The game will assign the correct texture, you just need to make sure that the HOPO mesh has a UV map linking to the HOPO area of the Texture and that the Normal Mesh is Linked to the normal area of the Texture David
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Post by knapman [FD] on Feb 19, 2011 22:56:45 GMT
you aren't trying to apply multiple uv maps to one mesh, u have 2 meshes and each have their own uvmap, but they are positioned so if u were to overlay the 2 maps nothing exists in the same 2d space, ie there would be no overlapping
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Post by kamakazikilla on Feb 19, 2011 23:10:49 GMT
*sigh* you guys misunderstand...
there are two models, one for HOPO, one for standard between the two of them, they both need to share the same uv map, half of each of those five uv maps need to be for the normal note, the other half for the HOPO... i completely understand that (although idk how to put them together yet) i just don't understand how to turn those uv maps into the .png format that the game recognizes and uses to put the color on the notes.... (also, if i put illumination on the notes, will they glow in the game?)
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Post by knapman [FD] on Feb 19, 2011 23:56:10 GMT
well they share the same texture not the same uvmap, these are not the same thing
but as the file u uploaded already has a png that seems to be ok im not sure what you don't understand with pngs, the file name is obviously wrong but im assume thats not the problem
and illumination will make the texture show brighter and be less effected by shading
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Post by kamakazikilla on Feb 20, 2011 0:51:58 GMT
well, for starters, try playing with it, the note doesn't really take the color of the .png like i'd assume it should, so idk what's up with that, and i also don't know how to make them share a texture (sorry, it seems i got some of the lingo wrong, which is why you guys didn't understand)
assuming i have ONLY my model/mesh (i think they're the same thing?) in 3ds, could you give a quick step by step as to how to get the correct texture for the HOPO and non HOPO?? and how to get both uv maps on the same texture??
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Post by kamakazikilla on Feb 20, 2011 20:25:09 GMT
alright, i'm pretty confident i FINALLY figured this out, now it's just time for me to do some work...
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Post by kamakazikilla on Feb 20, 2011 23:01:54 GMT
i'm almost done with regular and HOPO notes... i'll post a SS when i've done some touch ups... they aren't beautiful by any means, but they're pretty simple and GH styled
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Post by kamakazikilla on Feb 21, 2011 0:18:44 GMT
this is basically my work so far...
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Post by knapman [FD] on Feb 21, 2011 0:51:32 GMT
well done
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Post by kamakazikilla on Feb 21, 2011 1:47:27 GMT
lol, thanks... i'm so glad i finally made sense of that stuff... although my uvmaps are really sloppy looking, the notes look pretty good overall for my first try
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