
Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Jul 20, 2011 01:45 AM
Msg. 1 of 3
So I know UVW unwrapping is when you unwrap a texture onto a model.
So let's take a grunt for example:
There are like 3 different shaders within the gbxmodel: Head Body Helmet-thing
To make that in Max, would I: 1. Get a grunt model 2. Divide my polygons up into different material ID's for each of the 3 sections. 3. Unwrap the head, body, and helmet individually 4. Export to Guerilla, where it would automatically create 3 seperate shaders, I would just apply the same texture I used in Max to the base map in the shader. Then the texture unwraps itself exactly the way it looked in Max?
I don't have any real UVW unwrapping experience yet, so I was just wondering how it worked.
Xoronatus
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jul 20, 2011 07:57 PM
Msg. 2 of 3
I think the only thing you missed is the fact that you have to set up a multimaterial for the 3 ids/shaders. Or 3 standard materials if you are using blitzkrieg.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Jul 21, 2011 12:27 AM
Msg. 3 of 3
Quote: --- Original message by: Maniac1000 I think the only thing you missed is the fact that you have to set up a multimaterial for the 3 ids/shaders. Or 3 standard materials if you are using blitzkrieg. Oh ok, but I'm using Project Bluestreak with Gmax? So basicalyl if I needed to make a multi-material, I would just make a multi-material and just include all of the bitmaps for that shader in the multi-material, and poof it works right? btw, sorry for the long read. :P Edited by Xoronatus on Jul 21, 2011 at 12:28 AM
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