general texturing

  • Thread starter Thread starter twentyknives
  • Start date Start date
T

twentyknives

Guest
After 2 days of searching the net with no avail I figured one of you folks might be able to help. I want to create my own textures for the models I have created in XSI but I dont know how to get a template out of XSI to use in photoshop to use as a guide to make the texture. Any help is greatly appreciated. Thanks.
 
you need to unwrap your model. then after unwrapping you can start making your texture. i dont know how to unwrap(or know any unwrapping tutorials) for XSI. sorry. some of these other people know a lot so wait until they answer :)
 
oh my god do i have to explain this to everyone why dont u use the search function i should write it in a notepad doc and just copy and paste it to everyone that keeps asking this questions. ok create a blank texture go to get>texture>image load it in. choose explicit uvs polymesh for texture projection and go to application>views>texture editor and theres ur mesh u can move it about rotate and scale and when your done do edit>stamp uv mesh and save the image to your harddisk.
 
Or you could write in notepad a procedure that will explain how to search on the forums and copy paste it to everyone that keeps asking questions that have been answered many times before.
 
thanks crackhead - very much appreciated. I did search all over for this but I didnt know the proper terminology to use.
 
dont u think 2 days is stretching it a bit ? . if u type texture in search and limit it to model and skins you get a whole bunch of these kinds of thread with lots of info
there is even a thread on unwrapping for xsi u should check thato ne out
 
Im making UVs in XSI now but theyre quite disconnected and distorted. Is there any logical sort function that will group parts together as theyre constructed? Everything keeps coming out distorted and at strange angles.
 
u can roate scale and move them using x v and c by selecting the vertices just how you would normaly. zoom in to check you have selected each vertice properly.
 
just as an estimation, how long does it take to unwrap a model so there are no distortion or stretches in it?
 
you can take care of the distortion by taking off all of the smoothing it seems, then it doesnt take too long, maybe 20-30 minutes of straightening stuff out and identifying all of the little parts. Its gonna take a while to get it textured properly. 512x512 seems to be too small for a decent looking gun. Maybe Im wrong, but my tgfs look like crap when used on a nicely detailed gun model.
 
just as an estimation, how long does it take to unwrap a model so there are no distortion or stretches in it?
Depends on how you do it, how complex the model is, and how good you are. It usually takes me about 1-2 hours UVW mapping by hand from start to exporting the UVW mappings.
 
alright, one more question - my gun is made in 3 parts, the slide, the base, and the hammer. I cant seem to get them all onto one UV map. Do I have to stamp them individually onto the same texture? I know this would work but it seems like a roundabout way of doing it.
 
thats what i do although im rubbish at texturing so i duno.
 
Back
Top