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Texture mapping with Gmax and LithUnwrap. |
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The tutorial is based on the methods I have adopted over time by reading and studying other individual's work where Gmax and LithUnwrap apply. I am sure over time my mapping skills will change as I become more familiar with Texture Maps. First, when I map a model I need to determine how big
my UVWmap needs to be. Determine if the wing span is greater than the
fuselage length or vise versa. If you don't know the aircraft specs.,
use the tape measure and find out. Applying UVWmaps: This is the map that all of the remaining maps will be based on.
Using the Select by Name, highlight Tape01. ![]() Now, go to the Modify panel and choose Modify. In the Parameters Rollout you can find the length of the tape. Keep the length in mind or write it down. In this case it is 37.015m. If the View Port is not in the top view, change to the top view now. Select the wing again by clicking on it. ![]() Now the UVW Map is ready to size up. **It is important to keep the map square**. We will use a Planar map to cover the wing. Set the Length and Width just a little larger than 37.015m. 38.5m should work well. Select UVW Map in the Modifier Stack. This will highlight the map. The Yellow spike indicates the top of the map. The vertical Green line always runs clockwise to the top of the map. ![]() Now that the base map size has been established it can be relocated to it's final position. Check to make sure the UVW Map's Gizmo is still selected. Use the Select and Move tool to relocate the map so that the wing is sitting in the upper left corner of the map.
Next it is time to map the bottom half of the wing. In order to do this
we will have to go to the Modifier List and add Mesh Select to the modifier
stack (see image 1). Once Mesh Select has been added to the stack, select
Face in the Sub-Object tree (see image 2). Next, invert the Face selection
by using the Select Invert command in the Edit menu (see image 3). |
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Change the View Port to a Bottom view. You will see that all of the Faces on the bottom half of the wing have now been selected. ![]() Now we can add the UVW Map to the bottom half of the wing. From the Modifier List choose a second UVW Map. ![]() Once the second UVW Map has been added there are a few steps that need to be done in order to properly fit the map. First step will be to flip the map 180° degrees on the "Y" axis. Select the second UVW Map's Gizmo (see image 1). There is more than one way to flip a map. One: Use the Rotate Selection tool (see image 2) and place the mouse over the "Y" axis and hold down the left mouse button. Move the mouse up or down while watching the status bar to indicate when 180° degrees has been reached. Two: Select the Rotation Selection tool and right click on it to open the Rotate Transform Type-In dialog (see image 3). When the dialog is open, type 180 in the "Y" axis under Absolute:World section and close the box. |
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Once the map has been flipped you will notice that the map is 180°
degrees out on the "Y" axis from the map applied to the top
of the wing. The map should look like this. |
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Bottom Map placement
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| With the maps placed, its time
to export them to LithUnwrap and see how close they have been located to
each other. In Gmax, open File and then choose Export Selected. When the dialog box opens, create a new folder and name it md3. Save the file as type Quake III (*.MD3) in the new md3 folder. Name your file left_wing. When the export runs you will have to tell it that there are 0 frames and deselect the warnings box. Now launch LithUnwrap and go File>Model>Open (see image 1). Browse to the MD3 folder and open the left_wing.md3 file (see image 2). Now select Import (see image 3). |
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Using the Gmax Material Editor and the Unwrap UVW modifier: Now that you have done all that is necessary in LithUnwrap for now, its time to use the Material Editor in Gmax. Pull up Gmax with the left wing still selected and open the Material Editor via the icon or key board short cut (m). Once the Material Editor is open, you need to create a new material and name it accordingly (see image 1). After the new material has been created, you will need to open the location where the Bit map created in LithUnwrap earlier is located. Do this by using the Diffuse Map locator in the Material Editor (see image 2). When the image has been located and opened, use the apply button on the Material Editor to apply the image onto the left wing (see image 3). |
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After the image has been applied you can close the Material Editor. You should see the left wing with it's new texture. Make sure that Smooth + Highlights is selected and also turn off Shade Selected (F2). ![]() Select the Arc Rotate and look the wing over for any problems. Notice that the leading edge where the textures meet is blurred due to stretching of the new texture when it was applied. This problem can be corrected by adding an UnwrapUVW modifier to the stack. The Unwrap UVW modifier will allow you to adjust these types of problems. If it is necessary to use an Unwrap UVW modifier to correct a problem, then the Unwrap UVW will have to be placed in the modifier stack just above the UVW Map you need to correct. In the case of the left wing, both the top and bottom map need to be corrected slightly on the leading edge. Let's start with the left wing's top map. In the modifier stack select the UVW Map applied earlier to the wing's Faces for the top half (see image 1).Ignore the warning and hit YES. Now choose the Unwrap UVW modifier from the Modifier List (see image 2). With the Unwrap UVW added to the stack, open the Parameters Rollout and select Edit (see image 3). |
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To select multiple vertices for moving, hold the Ctrl key down while
selecting them. After the vertices have been selected, change the movement
tool to Move Vertical. |
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Now is a good time to take a break before we start with the right wing. You have earned it. When you come back we will add UVW Maps to the right wing and also the fuselage. I will also show you how to merge all of the maps into one file like you would find when looking at one of the stock Bitmaps out of FS2002. UVW Mapping the right wing: You will follow the same procedure for the right wing as done to the left wing. The only difference will be the placement of the UVW Map on the right wing. Lets start by hiding the left wing and then Un-hide just the right wing by choosing Display in the Modify panel. ![]() Once you have only the right wing showing go back to a top view. Now the fun begins. In order to squeeze the parts onto your texturing template sometimes it will be necessary to rotate the maps to fit everything on one template (More on rotating later). Below is the left wing and right wing mapped. |
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Once you have the right wing mapped it needs to be run through LithUnwrap to create the bit map template. When using LithUnwrap this time you will want to use the Merge option. The Merge option is located in File>Model>Merge Opening the Right Wing Map to import. Importing the Right Wing Map. Both the Left wing Map and Right Wing Map merged. ![]() First select the wing by clicking on it making it active if it is not. Once the wing is active go to the Modify Stack and drop down the Editable Mesh tree. Choose Face and make sure to turn on Ignore Backfaces in the Selections Rollout. Then draw a selection box around the wing while in a top view. ![]() Once again use the Arc Rotate tool and look over the wing for missed Faces during the selection or Faces that may have been selected accidentally you don't want. Once you have corrected any problems go ahead and add a UVW Map to the Modifier Stack for the top half of the wing. Use a Planar type map and set the size of the map to Length 38.5m and Width 38.5m. The position of the map needs to be considered. You can't just simply place the map anywhere. It needs to be placed in a location that will not overlap the left wing map. Image one below shows the approximate location of the left wing in relation to it's top UVW Map. Image two shows a good location for the top right map. Image three shows the final location of the right wing in relation to it's top UVW Map. |
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Start by selecting Face in the Editable Mesh Sub-Object tree and check
Ignore Backface. Now draw a selection box around the fuselage. |
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As you can see there is still quite a bit of unused space left on the template. Use these spaces for placing other mapped objects. On some projects it will be necessary to have more than one master template. If the remainder of this aircraft is mapped, I would have to start a second template to hold all of the aircraft parts. Well that just about covers my method of UVW Mapping. I am sure that there are many more possibilities to mapping than I know of for the moment. I am always learning new ways to do things. I hope that you have found this tutorial helpful. If you have any questions,
comments, complaints or just want to say thanks feel free to e-mail me
at: fsedge@fsalpha.com FSEdge |
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