Or if im just doing somethign blatantly wrong it'd be tops if someone informed me. Snap image is good for simple textures (wood, marble. You can do that by drag and dropping an image in the Outliner onto the material. You can add a Bump map (height map or normal map) or a Gloss map to the material created by snap image. LithUnwrap was great but my Trial ver wouldn't let me save as a pic so I could edit it, if you know another good UV mapping program that I can actually get results out of for free that'd be great. Snap image creates a uv mapping as a material which uses a texture or image (diffuse) to color the surface. How to get my copy of the textures mapped onto it is where I'm stuck. After saving that as a BMP or whatever and filling it in w/ Photoshop, I saved it as a bmp and imported it back into wings, and then, I'm stuck.
I can use Wings' UV Editor to cut up the model and get some nice looking maps, Then I can close/save those UV settings, then open Wings' Outliner (which is a list of objects Wings is using for this project) and use that to export the map I made as BMP, which is always for some reason called 'diffuse'. For viewports that are not locked to a camera, Houdini uses the images specified in the. When a viewport is looking through a camera, the camera’s Background image parameter specifies the image. This can be useful for tracing over an image, or looking at a 3D model in front of a context image. Mainly what I'm stuck doing is getting BMP's I've made in photoshop and putting them onto my Models in Wings. Show an image in the background of the viewports. I'm only new to Modelling, the extent of my knowledge is bits an pieces of the Wings 3D manual, messing around in Wings, and reading these forums, So I diddn't quite catch onto a lot of what you said. Thanks Nazgul, but your reply kind of confused me. You'd still need Metasequoia LE (leave checked join closed vertices, and invert uv, if you see texture appear weird once in metasequoia) or LithUnwrap to convert to x file, if you need so. Though I see Ultimate Unwrap yet several times more powerful for uv mapping for games, but true that most esential stuff could be done already with Wings's autouv. I thought I'd share it here as well for people in the same boat with me - total 3D beginners You can find the full text here. You need to use previously Autouv (if you say it's easier for you, you already know how to use it) to uv map the model, do the proccess and save and put texture. I posted an article on my blog last night to talk about my search for a 3D tool suitable for me. You need to use previously Autouv (if you say its easier for you, you already know how to use it) to uv map the model, do the proccess and save and put texture. You can also use 3ds, but is a worse format for technical reasons. You can also use 3ds, but is a worse format for technical reasons. Just 'export'.as OBJ.It does exports uv info in the file.
Just "export".as OBJ.It does exports uv info in the file. I don my imports safely now, but involved knowledge.Įxporting is easier. basicly, the model should have not deleted faces (holes), inverted faces, open meshes (a closed mesh would be one which you can't see its interior: wings does not understand imports with isolated faces in space, one side only faces.) It's quite tricky. Importing objects into Wings is likely to bring you problems.