This tutorial is a continuation from the first tut from me (X-Seti) on how to VU mapping, texture and creating the Collisions with surface maps.
You'll need to read the first tutorial if you have not already to continue on this section. -> http://gtaforums.com...lling-tutorial/
Just to make sure you downloaded the textures, here is the link again; https://www.dropbox....textlist_Sol.7z These textures belong on your Desktop in a folder called textlist/
Tools you needed are;
TXD Builder -> http://www.steve-m.c...ols/txdbuilder/
TXD Workshop -> http://www.gtagarage...how.php?id=8320
Steve M's Col Editor 2 -> http://www.steve-m.c...ls/colleditor2/
Image Conversion tools -> http://www.mwgfx.co.uk/graphix.htm
Gimp or some other Paint editing tool. -> http://www.gimp.org/downloads/
To be able to run the tools below use XP compatibility from right clicking the tool.
System dlls -> http://www.mwgfx.co....ad/mwgfxdll.EXE
ConvIM -> http://www.mwgfx.co....rams/convim.htm
I will be posting images with an explanation allowing time for you to complete each step and reply to your posts. I will be taking questions for each step we go. We will be learning how to make basic models first (eg buildings) then more complex objects as the weeks advance. If you know MAX you can also help me by taking questions.
This tutorial is made up into sections:
1. Face Mash editing. Getting to know the basic tools and panels, Poly /Vertex Mash editing. Forming better shapes like roofs.
2. VU mapping and texturing. Applying textures to your objects the right way. &. Creating the Collisions with surface maps and TXDs.
5. How to get objects in game.
6. Making Complex objects and mapping.
8. MAP-IO and aligning objects in game.
The Max Scripts: https://www.dropbox....cripts_Max9.rar <-- Max 9 and https://www.dropbox....ts-July2012.rar <-- Max 2011 and above. The scripts packs are to be installed on the windows HDD ''c:/Program Files/Autodesk/3dsmax'' folder. Copy the Scripts folder of the zip archive over writing the scripts folder of 3dsmax. This will install the scripts.
This is the building we made last week. The House -> https://www.dropbox....yg/TheHouse.max. I added a chimney stack on the side for this weeks tutorial. We can get into more complex stuff next week.
How to texture:
Select all the faces of the model by holding and left clicking, moving the mouse diagonally cross the scene to select all the faces.
Now holding the CTRL key down and left clicking each face we can unselect the faces we do not want to texture like windows, doors and roof bits
We can click ignore backfacing to aid in clicking the faces in view and not the faces behide by mistake.
We only want to texture the wall. When we are happy with the selected faces we can move onto the next step, finding the right textures from the texture archive on the desktop. It is best to plan out what textures your going to use so make a folder called house01 and copy the textures you think your going to use into this model, in time when you get used to texturing your be able to harvest them from the textlist folder.
Update: I had made a bit of a discovery that .png is better to texture then .bmp, this can fix the texture corruption issues with models. A texture in TXD workshop that includes an alpha texture like railings. You can use the ConvIM tool -> http://www.mwgfx.co....rams/convim.htm to mass convert them all over to .png.
You can click on this image above and resize it or find the original in the texture archive.
I choose the above image for the walls and by pressing M in 3dsmax, I bring up the Materials editor.
I drag and drop the texture I am after onto the Material editor using up the 1st slot. Where I apply the image to model pressing this paints the faces with the texture.
The texture is now applied to the house model. Next we UV map the texture zooming into a corner of the building like the image below.
Clicking on the Modifier list, Select UVW Map towards the bottom of the list.
On the right new panel click box first, then change the dimension area values to 12x, 12y and 12.
Like this image below.
Once you're happy with the Mapping of [12, 12, 12] in the Length, Width and Height boxes we can set the texture tile offsets [1.0, 1.0, 10] below in the 3 other boxes but looking at the scene the texture placement looks fine so this time we can apply the texture by right clicking UVW Mapping shown in gray above editable mash. Select Collapse To to set.
You could experiment with VU Mapping yourself by undoing the UV map scene and this time try with other numbers in the dimension boxes and offset boxes to get a better idea.
We have done our first UV Map. Now we can do the roof by picking another texture.
I add this texture to the 2nd slot in the material editor and then I apply this to the roof. Select VUW mapping from the Modifier List. and Collapse To to set the texture.
Changing my view point.
Notice the values I put on the right hand side, I wanted to scale the texture currently and at the right rotation by selecting X or Y, Z in the alignment box. When you do the other side of the roof you need to flip the texture using the boxes on the tile offsets section.
We are now going to do windows and doors. this time using the offset tile window in UVW Mapping.
Highlight the door first and click on the modifier list again for UVW mapping.
This time when we apply the image and clicked box we have the whole image. we only need to show half the bitmap, one door not both. Click on the tile offsets and in the U box put -0.5 or 0.5 depending on the side of the door texture you want to show. Right click the UVW Mapping bar and Collapse To. now using the same method as used with the door you can do the windows.
We can also make our own textures by taking pictures of walls or doors, brick walls or edit the existing textures. All textures are best to be kept within 64x64, 128x128, 256x256 or 512x512 pixel sizes. Remember that the bigger you have the textures the slower in game these objects will render.
we are going to change the ws_boxhouse_wins6.bmp as we can do simple things with MS Paint. Load in the window texture and copy the region from one side of the texture and paste it over the other.
I saved this new texture under a new file name called wsboxhouse_wins6.bmp as I did not want to overwrite the original file, just apply this new window texture for the larger windows.
I also finished off the piping and guttering around the roof using white and dark colored textures (You can make these), To finish off the building I added some other detail under the windows by making boxes and painting them like that was showing in the last tutorial. Placing the boxes under the windows and attaching them in place and moving the vertices to make them wider to just overlap the window edges.
If we bring everything together from Basic Modelling and Texturing tutorials we end up with the final scene. Remember to always attach all the objects in the scene just before you save for the last time and only before you ready to export to game.