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Author Topic: UVW unwrap question. (3 messages, Page 1 of 1)
Moderators: Dennis

Xoronatus
Joined: Dec 6, 2010

Taking a break


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


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


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.


Xoronatus
Joined: Dec 6, 2010

Taking a break


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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