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[Help] Model UV Mapping/Coordinate Problem

Dan1025

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I have several different meshes that RJB sent me a while ago from the original Stargate Project being run by ColdDarkParanoia, and I've been trying to get them textured so I can release them, but the models don't seem to have any UV coordinates set for them.

I can import the models into MS3D, as well as several other programs, but when I try and change the texture coordinates, all I can see in the editor is a red dot a few pixels in size, which I think is the whole model wireframe. I can't scale it up, and even zooming in doesn't change the size of the wireframe.

Is there anyone who can tell me how to set the UV mapping so the whole wireframe shows up at the right size so I can texture the models? I've tried remapping them using the texture coordinate editor but that only lets you remap for one view (top, left, right e.t.c) and therefore distorts all the others.

If someone could set the UV mapping properly I'd be happy to send them the models I have for them to do it, or if there's a program that can do this could someone point me to it?

Here's a pic of what the wireframe looks like in the MS3D texture coordinate editor:

mesherror.jpg

Thanks in advance for any help :)
 

Starfox1701

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Where is the texture? Post 1 and I'll take a look:cool:
 

Majestic

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I assume you haven't got any experience with UV mapping a model that hasn't been mapped before?

Basically you need to break the model up, into different faces, so an example would be you have a box. You would break it up so the sides are in one group the front is another, back a third, top a forth and the bottom face is a fifth. This is assuming that you want the two sides the same and every other side different.

Then you just go into the texture coordinator and remap each group to the appropriate side and scale is as you desire. Once you have it all good you can merge it into one group and bingo. I personally use a different program now days to MS3D, however the principle is the same in most graphic software that I have tried.

I hope this helped and was what you were after.
 

Dan1025

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I assume you haven't got any experience with UV mapping a model that hasn't been mapped before?

Basically you need to break the model up, into different faces, so an example would be you have a box. You would break it up so the sides are in one group the front is another, back a third, top a forth and the bottom face is a fifth. This is assuming that you want the two sides the same and every other side different.

Then you just go into the texture coordinator and remap each group to the appropriate side and scale is as you desire. Once you have it all good you can merge it into one group and bingo. I personally use a different program now days to MS3D, however the principle is the same in most graphic software that I have tried.

I hope this helped and was what you were after.

Ah right OK, so I actually need to seperate the single group into one group per side (top, bottom, left, right)? Is there an easy way to do that or am I gonna have to select the faces and delete the ones I don't want for each side, then use duplicates for the other faces?
 

Majestic

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What I do is first separate them into smaller groups, then select the sides that way, and regroup as desired for the uv mapping. No easy way to do it unfortunately, it's generally easier if you have made the model as you can group them this way as you go.
 

Starfox1701

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The selection editor lets you select parts of the model by individual faces and save the selection. Its time consuming but far easier then trying to grabe them at random on the main screens:cool:
 
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