skinning question

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  • jimbob

    #1

    skinning question

    hey all i would love an answer to this relatively stupid question...

    now as far as i know you can only have 1 texture map per object... is this correct?

    i only ask this as most models i have skinned thus far have been 1 object so unwrapping the UVW was relativley simple... my question is - on a multipart model (lets use a gun as an example) when you unwrap your points for each section (or object whatever) do you just select the same map for all pieces and lay your points out accordingly (1 section takes up top half, handle takes up bottom right corner, barrel in left...) or do you use a different map for each and then use the extra space you get for each.... i know this question is dumb but i'd love an answer.... im pretty sure it is the first one but not entirely sure... or do i group the sections then unwrap (i hope its not this one)...
    this is so confusing lol
    any help would be greatly appreciated...
    (oh and i am on GMAX (i got 3ds its just the files came as gmax)

    edit - on a side note - what is the mini_dds files for? i'm lookin at the bf2 model textures and i can see (in most cases) 3 - _c.dds, _b.dds and _mini.dds... c_dds seems to be the bumpmap or some crap... what is the mini for?
  • jimbob

    #2
    Re: skinning question

    wow i feel like i'm calling out in a ghost town... i guess it is just silly to ask... i guess i'll just use the same texture and organize my uvw map a little better... still, if any1 is bored pls reply.. also - whats a good program to take renders of gmax crap? any reply would be good. come on, i physical challenge you.

    Comment

    • Coi

      #3
      Re: skinning question

      i cant be bothered reading all ur post

      Comment

      • Cdr
        Member
        • Mar 2005
        • 84

        #4
        Re: skinning question

        Originally posted by Coi
        i cant be bothered reading all ur post
        Then dont reply.

        On topic : You have all your parts in the same model to start with. So you unwrap and texture the whole thing on the single unwrap. You then detach whatever needs to be detached (so for a car you'd have the wheels, the steering wheel etc etc). You then just apply the same texture to the different parts as they'll keep their unwrap coords. Just have to make sure your unwrap is final before detaching the parts, else changing it after detaching can be a bit of a pain

        Hope this helps.

        (oh, and it does take a while to get an answer - just be patient)

        Comment

        • Coi

          #5
          Re: skinning question

          ok man dont get all tense

          Comment

          • jimbob

            #6
            Re: skinning question

            Originally posted by Coi
            ok man dont get all tense
            no he's right on mate - GO HOME. just cause you are unwilling (or perhaps even unable which is more likely) to answer my question dosn't mean you use me in a pathetic attempt to up your postcount - good for you, you TOOL - special people obviously have special needs...

            thank you CDR, i thought tht was the case. i just ended up assigning each piece the same map and layed out the individual sets of UVW's accordingly. i didnt know you could do a single unwrap of multiple parts... must of missed an option somewhere - still cant find out how to do tht lol.
            anyhoo whatever i did worked i'm just not sure if it is done to the method specified by the game (whatever tht is..)
            here's what i ended up with for your interest



            here's a more relevant and perhaps more intelligent question - how do i create a DDS file in photoshop - where would i be able to find a plugin?

            Comment

            • imported_CDNCommando

              #7
              Re: skinning question

              Look around the Nvidia website. If you can't find it there google it and you will get a link near the top. Its a really easy find. Good luck!

              Comment

              • Coi

                #8
                Re: skinning question

                "any reply would be good,i challenge u" ...yeah..and i reaaplied..he said any replie

                Comment

                • jimbob

                  #9
                  Re: skinning question

                  Originally posted by Coi
                  "any reply would be good,i challenge u" ...yeah..and i reaaplied..he said any replie
                  as i said - special people obviously have special needs... what i find funny is you post crap like tht yet one thread above you ask for help - good luck getting it with tht attitude.

                  Comment

                  • jimbob

                    #10
                    Re: skinning question

                    Originally posted by CDNCommando
                    Look around the Nvidia website. If you can't find it there google it and you will get a link near the top. Its a really easy find. Good luck!
                    cheers m8 - just having a poke around now

                    Comment

                    • imported_CDNCommando

                      #11
                      Re: skinning question

                      NP man. If you can't find it all dig up a link for you.

                      Comment

                      • jimbob

                        #12
                        Re: skinning question

                        alright found it - geez its gonna take awhile to figure out what all the options are for!!! i guess a good question if you can be bothered to answer is - what is the alpha channel and how do i make it lol thnks again commando

                        Comment

                        • imported_CDNCommando

                          #13
                          Re: skinning question

                          No prob glad you found the tools. I'm sorry to say this is where my knowledge of .dds files end. I have photoshop elements not the full thing so I can't edit anything to do with alpha channels. I'm sorry I can't be of any more help.

                          Click the link to read about my battle with .dds files and transparency

                          Akses VIRUS88 sebagai agen Slot88 resmi dan terpercaya 2026 dengan game gacor terbaru, proses praktis, promo harian menarik, serta layanan online 24 jam.


                          Good luck
                          CDNCommando

                          Comment

                          • Cdr
                            Member
                            • Mar 2005
                            • 84

                            #14
                            Re: skinning question

                            Alpha channels deal with 2 things in BF2 (which depends on whether you're skinning an 'object' or a static)

                            For objects, the alpha channel in the _c.dds file (colourmap), deals with transparency. The closer to black it is, the more transparent a certain area will be. Obviously you need to name the material in Max or Gmax to tell the game that its meant to be transparent. This is of course what you do for the glass on vehicles, or areas of a weapon you want to be transparent etc

                            The alpha channel in the _b.dds file (which is the normalmap) deals with the 'shininess' of an object. The closer to black, the less shiny a surface is.

                            All files for objects need to be saved as DXT5 .dds files. When it comes to the other options in the nVidida tools - leave them on default for now.

                            (oh, and the above changes when you're texturing static objects - but there's a very good tutorial done by the Shattered Faith team dealing with that)

                            Comment

                            • jimbob

                              #15
                              Re: skinning question

                              Originally posted by Cdr
                              Alpha channels deal with 2 things in BF2 (which depends on whether you're skinning an 'object' or a static)

                              For objects, the alpha channel in the _c.dds file (colourmap), deals with transparency. The closer to black it is, the more transparent a certain area will be. Obviously you need to name the material in Max or Gmax to tell the game that its meant to be transparent. This is of course what you do for the glass on vehicles, or areas of a weapon you want to be transparent etc

                              The alpha channel in the _b.dds file (which is the normalmap) deals with the 'shininess' of an object. The closer to black, the less shiny a surface is.

                              All files for objects need to be saved as DXT5 .dds files. When it comes to the other options in the nVidida tools - leave them on default for now.

                              (oh, and the above changes when you're texturing static objects - but there's a very good tutorial done by the Shattered Faith team dealing with that)
                              friggin awesome dude. clarity is such a rare thing these days - god its like an instant helpline lol... tht certainly gave me alot of ahhhhhhhhhh's and ohhhhhhh's and i seeeeeeeee's. GJ

                              now is this right - to get alpha channel = create new grayscale channel in rgb channel section in photoshop? is there any tricky dicky settings i need to change?
                              gosh youve been alotta help - one last thing though

                              now am i correct in saying i wont be able to see the alphachannel cranking in GMAX? i have both 3ds and max but i am under the impression tht it is very hard/impossible to get gmax files into 3ds - is there a way round this (i.e. open gmax file in program x - save as format readable by 3ds)?

                              Comment

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