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Open wing08.gmax or continue with the current file. The completed file for this section is wing09.gmax.

All that's left to do is load the new texture template on the material IDs.
Open the Material Navigator and double click on the Wing_Material to load it into the Material Editor.


Select the material slot "Mtl #1" to gain access to Maps rollout. Open the Maps rollout and locate the Diffuse Color slot. For the moment there is nothing in the slot. Click it to open the Material Navigator. Double click the Bitmap material.


Browse to the template My_wing.bmp. Select it and choose Open or double click on it. In the Material Editor turn on "Show Map in Viewport".


Repeat this procedure for all the sub-materials until the texture has been loaded onto all of them. When finished the wing should look like this.


If there were any stretching or tearing of the UVW maps, the test pattern would show it. For all the mapping I've done and different techniques tried, this has proven to be a solid mapping method. It's not the only way, but a very good solid method of mapping. As an added bonus you can change the properties of any number of the sub materials without affecting the neighboring materials or load a completely different texture.

Please email comments to: Feed Back@fsalpha.com
If you have technical questions, email them to: fsedge

I would like to thank you for taking the time and having the patience to read over this tutorial. I hope it has been helpful.
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