You'll notice I put these squares in such a way as the edges were
touching and that all but one of them (the one that might be called the
"back") are aligned as if you had sort of cut open a cardboard box and
laid it out or unfolded it.
The main difference can be seen in this alternate example that I do not
reccomend:
In the example above I have moved the "back" face to the top. This
would be a more tradional layout if you were going to make a cardboard
cut out and try to fold all the peices together to make an actual box.
This is not ideal for texture mapping though because you have
wasted a lot of space that would be better sutied to giving you more
texture detail.
To make this more apparent lets go ahead and scale the whole selection
back down to fit inside the grey box that represents the area the
texture will occupy. Select the scale button as pointed to
below:.
Then select all the vertices - again as shown below with all of them
highlited in red. Then while holding the mouse button down pull it
slowly down and it will shrink until it is all inside the box.
So here you see, I've shrunk my selection. I used my judgement and
stopped before it all fit inside the box - the reason being is I
realized by eye judgement that it would probably fit inside if it just
moved it ab it instead of continuing to shrink it.
So a quick movement later - yes it fit just fine. Dont worry if the
"vertices" go a teeny bit outside the lines. The vertices only
represent
the points where lines connect. They do not represent area that will be
covered by your texture - only the area inside lines do that.
Ok so lets zoom back in (magnifying glass in the bottom right)
and get a closer look.
The main thing of not here is seen most clearly along the top edge to
me.. youll notice the top line.. goes along to the second red dot - and
then drops just a millimeter or two lower where it goes on level to the
3rd red dot. This same problem occurs along the other rows as
well. Lets go ahead and fix it.
First - go ahead and select on of the horizontal rows of vertices as
seen by the red line of vertices below. Then from the
scaling button click in the bottom right of the button where you see a
small triangle in the bottom - this will expand further options for the
button - you want to choose the scaler button I have highlighted and
pointed to as seen below.
Next go ahead and scale the selection until the line is as flat as it
can get. You will know if you are scaling it the wrong way because they
will move farther apart.
The reason we are using the particular button I show is because it only
scales along one axis instead of both.
So now we see two things - firstly the line that we had previously
scaled is now prettydarn straight - and I have selected one of the
vertical lines as well as showing you to use yet another one of the
scaling buttons.
Once again - go ahead and scale it until the line is as straight as you
can manage.
In fact now that your at it - why dont you go ahead and follow this
procedure until all horizontal and vertical lines are as straight as
possible!
Very good - your results should now be simliar to what you see below.
Now its time to go ahead and "fix" something we broke earlier.
Remember we kept choosing to "break selected vertices" ?
Well go ahead and select all the vertices and choose the button
I've outlined in yellow here the "Weld Selected" button. This
will
go ahead and "connect the dots" - or basically weld all the vertices we
have selected together.
Next we need to make ourselves a texture wireframe. There are a
lot BETTER ways to do this than what I'm going to show you here.
However
I want to use gmax as much as possible in case you do not have other
tools available. Other tutorials may go into other methods in the
future - but for now go ahead and take a screenshot. You can do
this in MS Windows systems by pressing the "Prt Scr" button up near the
scroll lock and pause keys. If you are on a Mac with OS X or
higher use the "grab" program to take a screenshot.
Now go into your favorite paint program. In this example I will use
PaintShop Pro by Jasc software. You can download a shareware evaluation
version for free at their website if you so wish.
Choose to paste as a new image. Most programs this is idential - choose
from the "edit" menu along the top and then "paste as new image" is
usually an option.
Now you will see a screen simliar to what I have below.
You need to go ahead now and use the selection tool (shown with the
green outline on the left hand column) and drag a square selection just
inside the grey box that shows the outline for the texture area.
Now from the "Image" menu above choose "Crop to selection"
And you should have an image very simliar to this:
Now its time to go ahead and finish up. Lets make a "material" in gmax
that will put the skin onto our box - and then lets make a very simple
exmaple texture or two to show our results.
In gmax along the top click on the material editor button as shown here
in yellow:
Now lets do 3 things at once, click on item 1 - the "new" button.
Then click on item 2 "standard"
And then item 3 " OK"
You will now see a screen simliar to this:
Near the bottom is a "Maps" rollout as they like to call it.
Click on the plus and it will expand like so:
Again lets go ahead and do several things at once - note the right hand
section will appear once you do step two:
1) click on diffuse color and put a check mark in the box
2) click where it says "none" along that line and youll get the box on
the right
3) click on the "bitmap" icon to let it know your going to use a bitmap
image
4) click the "OK" button
Now we get a new window asking us to select the "bitmap image" or
basically the "skin"
As you see here I've shown you that when you click on an image name it
will appear in the "file name" area as shown with highlight 1.
Then go ahead and choose the open button as shown with highlight number
2.
Here is the "skin" i created - the first of two examples. This
one is a special color and number coded skin to help us see what we've
done. If everything is OK then each side of the cube will have
its
own color and number on it.
So go ahead and then click on the button shown by highlight 1 - this is
the "Show Map in Viewport" button. It will make it so that whatever
texture you have selected will show up in the 3D editor windows IF and
ONLY IF you have "smooth + highlights" when you right click on the name
of the viewport as you did earlier to choose "edged faces"
Heres a
reminder image.
So now you have made a skin - and are showing it on your brand new box
as seen here in a side by side comparison of the before and after boxes.
Finally as a bonus - I went ahead and made a "skin" to make this look
like a dice - to show the more practical use of skinning a cube:
All
contents copyright 2003 by Carl Kidwell and Studio-Erebus