Texturing/Animating Question

SimonomiS

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Right, so I have a pistol model, with separate parts (Slide, grip with barrel, trigger and hammer), how do I go about texturing it all on one .tga, but keeping the parts separate for animation? The only way I can see is merging it all together, but then how do I animate afterwards? Or do I animate before texturing?
 
you will need to attach them unwrap the object then detach the parts ... i sugest that u keep all the parts seperate i.e. dont have the slider on the gun. another alternative is giving all the seperate parts different mat id's that way when ur skinning them u can attach a bone to each part individually so even though the mesh is one object u can move its parts without deforming the entire gun.
 
your finished model will just be one mesh. the different parts of the mesh however will be assigned to different bones allowing parts to move.
 
SimonomiS said:
Right, so I have a pistol model, with separate parts (Slide, grip with barrel, trigger and hammer), how do I go about texturing it all on one .tga, but keeping the parts separate for animation? The only way I can see is merging it all together, but then how do I animate afterwards? Or do I animate before texturing?

If the texture for all the parts is on one .tga then you just need all the seperate parts to reference that same file.

It doesn't even matter if they're completely seperate models, the texturing aspect is completely seperate to the animation.
 
pistorender25su.png


Crits and comments?

Any more info (or links to tutorials) on how to reference different parts of a .tga would be helpful. Or that mat id's thing. At the moment, if I select all the parts and texture them, it works for most of them, but in the Texture Editor it shows the selected part polygons, and not each one, if that makes sense. Also, the handle texture isn't the one I selected, it's some weird thing (Like one of the button graphics hugely oversized) and wherever I put the polyguns, doesn't seem to matter, they stay the same.

A simple, step-by-step walkthrough would be best. :cheers:
 
ok for the texture thing. when you in the texture editor you need to select all the vertices and under edit>uvpropeties under angle grouping move the slider right the way up to 90. that should make it a bit better. if their are still polys on their own then select their vertices and a coloured line or two should show up on it and another one on part of the other uvmap not move it and scale it. then select the vertice that you want to join together and press heal its the one that is a cross. now also you may need to seperate your parts in the model for the uv map so you will need to select the parts using the line tool then clicking cluster on the bottom right under edit. then modify>polymesh>disconnect components. that may not be neccercery for your gun but its very usefull on more organic models.

as for the seperate parts there are two things you can do. i suggest doing the second as it makes more sence. uv map one part of the gun when youve finished do stamp uv map and select the tga you already imported and click yes to the boxes. then click a different part get texture explicit uvs etc stamp uvmesh save. then they will all be using the same texture. otherwise merge all the different parts into one mesh. uv map it, texture it. then when you come to animate it you will be grouping the mesh by the bones so they will move seperatly and as you will have to merge the mesh together anyway it makes alot more sense but i get the impression people do it the first way which is why i thought to mention it.

glad to see your using xsi :D if you want it explained more clearly as that was a bit vauge pm me or email or add me on [email protected] also if you want help getting the gun in game id be glad to help.
 
GonzoBabbleshit said:
If the texture for all the parts is on one .tga then you just need all the seperate parts to reference that same file.

It doesn't even matter if they're completely seperate models, the texturing aspect is completely seperate to the animation.


that's exactly what I was thinking, I cant see how this thread got so complicated..
 
hmmm7wd.jpg


Ok, so what's gone wrong here then? I've selected the object (Just the grip), assigned a texture, opened the texture editor and it's showing me that.
 
u need to assign it new UVS.
since u r using xsi...
and i never do UVs in xsi,; ull need to create clusters and map them iirc,
i only do UVs inside maya.
and looks also like ur model is over 1930 polys :p
 
crackhead said:
your finished model will just be one mesh. the different parts of the mesh however will be assigned to different bones allowing parts to move.
it doesnt have to be a single mesh.
it can be multiple parts.
 
it does have to me a single mesh and as for your problem simon. you will need to do clusters and disconnect commponets. this concept is really hard to put into words. ill try and dig up a tutorial for you. anyway select all your uvs and go to edit>uv propeties and move the slider underneath angle grouping up to 90 and see how it looks. you will also need to attach parts together inside the uv editer. this is all on the tutorial im thinking of ill try and find it for you.
 
Thanks, sure that'll help show the correct texture instead of that, or is that to solve some other problem I hadn't noticed? :laugh:
 
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