WHOA!!!
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WHOA!!!
Hey, I am trying to model this tank, but I want the tank's blueprints behind where I'm going to spline model it. Like, a plane with a texture on it of the blueprints. But I tried putting it as a viewport backround, but the picture gets squished into the viewport and stretched and never stays the same size. I always goes out with the zoom. I tried applying it as a texture to a plane, but the apply button would not appear! Then I tried converting to mesh going into face mode, selecting the faces and then trying to apply the .BMP but the apply still won't appear! PLease help! I can' get this damn thing to apply! I've never been able to apply textures or pictures to models before anyway! I am using 3ds max 7.[/code]
Good bye. So long. I hope we never meet again. F u halomods.com
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- Posts: 449
- Joined: Fri Nov 26, 2004 5:52 am
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- Posts: 449
- Joined: Fri Nov 26, 2004 5:52 am
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- Posts: 449
- Joined: Fri Nov 26, 2004 5:52 am
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What is a UVW anyway? Amd what's it for? BTW I got the pics on the backround, and they stay one size. AND I have begun work on the tanks body. I have the body done, execept for that armor that goes over the siedes of the treads. Just need to make treads, the turret, and various detail items, such as bars and stuff.
Good bye. So long. I hope we never meet again. F u halomods.com
The UVW coordinate system is similar to the XYZ coordinate system. The U and V axes of a bitmap correspond to the X and Y axes. The W-axis, which corresponds to the Z-axis, is generally only used for procedural maps, although a bitmaps coordinate system can be switched in the Material Editor to VW or WU, in which case the bitmap is rotated and projected so that it is perpendicular to the surface.
UVW is used for placing the model onto an image, thing is you have to flatten it out for skinning. Then basically it gets turned into a 2D image, and the co ordinates correspond to where areas of an image are placed on a 3d model.
UVW is used for placing the model onto an image, thing is you have to flatten it out for skinning. Then basically it gets turned into a 2D image, and the co ordinates correspond to where areas of an image are placed on a 3d model.
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Re: WHOA!!!
I know, I noticed that, with Max 7 it seems like if you move around in the viewport, any textures applied to objects seem to move around and distort.machopenguin001 wrote:But I tried putting it as a viewport backround, but the picture gets squished into the viewport and stretched and never stays the same size.

Re: WHOA!!!
happens in al of them...onyl real way to see it correctly is with a simple renderThe_Hushed_Casket wrote:I know, I noticed that, with Max 7 it seems like if you move around in the viewport, any textures applied to objects seem to move around and distort.machopenguin001 wrote:But I tried putting it as a viewport backround, but the picture gets squished into the viewport and stretched and never stays the same size.