I can't seem to figure out how to actually apply the texture. I've got it all placed but when i render my model it still doesn't show the texture. Any ideas?
Great work! Your instructions were easy to follow, you explain some things to put it in context, and your voice is great. I've been struggling with UVWs in a class assignment and the tutorials I've found online are either filled with too much irrelevant info or the speaker's voice is so calming I actually dozed off a few times. Thank you for taking the time to try to teach these skills :)
Excellent! Simple, to the point, well articulated.
This is all I needed to understand the mechanism. I was able to put a texture with decals on my model helicopter just after this simple, easy to understand, video example.
Another tutorial wastes ten minutes discussing a zillion other related buttons and controls before saying the tutorial will completed in "the next video" which is not available on YouTube.
Thanks for your time and effort in this free lesson!
@GrowlingVocals If you mean delete the edges of the UV template while in Photoshop, it's all about working in layers. If you have a separate layer you're painting on, with the UV template on the layer below it, all you do is toggle off the visibility of the template layer before you Save As into whatever format you need your texture to be in. I usually output a flattened texture image for Max and also save my layered PSD somewhere in case I need to adjust something later.
Great stuff! If you dont want to turn down your opacity in photoshop you can render your template with the fill alpha set to 0. And you can hide the template layer in photoshop when you're about to save it as a jpg and then the edges wont be seen in max.
Hi, I need to create the texture tool with max script. The tool must apply texture to the object and it has to by more suitable for user. Do you have any tutorials for this? :)
say like I have a complex shape and I only wanted to apply a texture to only about 5 faces out of many other faces in the shape how do I go about this without having to unwrap the entire shape, rendering ALL the small peices and then having to find the right shape in photoshop where I can apply the texture?
Finally I cant beleive I spent ages on this trying to figure out the problem above.
Solution:
Simply uncheck the tiling boxs in the materials editor after you have applied the bitmap! Such a simple solution to a problem that I thought would be way more complex. I guess the extra tiling made me think that I need to define the texture on every face rather than some selected ones.
You can have materials in your scene that aren't listed in the material editor. So the only workaround I've found is to delete a material from an editor slot (not from the scene) and use the empty slot to produce a new material. Use the "X" button on a material and make sure "Affect only mtl/map in the editor slot" is checked.
If you need to edit a material you've cleared out, you can use the eyedropper to "Pick Material From Object" and pull it back into a slot.
Well that kinda sucks, so how do you create a new material that wont be listed in the material editor? Is it just a file you create that you load up when you want to edit etc?
You have to first create a material in the editor, unless you're opening a scene that someone else did (or a library of materials.)
To make a material no long show in the editor, use that little delete trick I was talking about. You can remove materials from the editor only, so they're still applied to the objects in your scene; they're just not taking up an editor slot.
You pretty much need to have your material pulled into an editor slot when you want to make changes to it.
I understand the trick you mentioned but what happens when you want to edit that texture again but cant because its no longer in the material editor do I have to start again or is there some way I can pick out the texture that certain object is using?
That's where that little eyedropper comes in... It lives right next to the drop-down menu that shows the name of the material. It lets you grab a material from an object. When you use it to pick a material, the material you've selected takes over the editor slot you currently have selected. So when you're just trying to edit existing materials from the scene (rather than start new ones from scratch) you don't have to use the delete trick. Just use the "Pick Material From Object" eyedropper!
My unwraping UVW Doesnt even look proper, for example i unwrapped a cylinder and i cudnt see all of the sides, i could see the top, or the bottom... How do i fix that?
It may not look like you're seeing all of the sides when you unwrap because a cylinder has a very different polygon make-up to it. For instance, the sides are generally long, thin rectangles, while the top and bottom tend to be made up of "pie slice" pieces.
In the case of a more complex shape, you usually have to select individual polygons and arrange them in a manner that's logical to you. Unfortunately, I haven't covered that here :(
I couldn't help noting that, in your rendering (post UV unwrap applied) the "two" and the "five" were visible. Ought not the opposite sides add up to seven?
Yours sincerely,
Luke Coulson.
P.S. I look forward to applying some of the techniques shown here, in future.
I was in a bit of a rush when I put this together, so my die isn't exactly accurate. However, it does illustrate the basic principle behind UVW Unwrap!
I've read that some types of hardware drivers can cause problems with display in 3D programs.
However, if you haven't changed or installed anything recently and this is the first time it's happening, I'm not sure what to say. You may have to troubleshoot more. For instance, identify if it only happens with procedural textures (checker pattern) or bitmap textures (dice image.) See if it still renders wrong on a primitive, which should automatically have mapping coordinates built in.
Hey again. I figured out my problem. When i create my material i set up a mult/sub-object and had a total of 10 materials that i was going to eventually fill in. Well they were all set to ON so it was applying the materials that were gray over my created mapping.
:) glad to have accidently helped :). Another thing i figured out is that when you do use multiple textures, you're going to have to set the polygons to the right texture ID. to do this, select the polygon modifier button and select all the polygons you want to apply the texture to. Then on the parameters area find the Materials and Smoothing section (not sure if thats what its called) and make sure the ID/channel is the same as the texture in your Multi/sub material. Hope that helps :)
Hi. I'm having a problem with the actual application of my texture. Ive created a uvw template and set my texutre up to match my mesh. But when i apply the texture to my mesh only one of the faces shows up. My Mapping channels are the same. Im not sure whats wrong.... I'm trying to map and "editable mesh".
Thanks, Heather, i know how to UVW unwrap i made it a part of a tutorial a made but my friend from Germany is having trouble understanding the basic concepts of how it works so i pointed him to your tutorial since my tuorial was mainly aimed at making a simple box, texturing it and getting it into the Valve/Source engine. So thanks in advance :)
Hi. I've got a little problem. When I try to change the texture to another texture it wont show up on my model and when i turn back to checker it's fine. How can I fix this?
There can be a variety of reasons for this and unfortunately trouble-shooting is the key. If you're changing the texture to an image file, double check that it's the correct scale for your model and a supported format. Try testing the texture on a primitive to see if it's a material problem, or just an issue with your model. Sometimes models won't have built-in mapping coordinates. Adding the UVW Unwrap or UVW Mapping modifiers helps us control the mapping anyway.
In Photoshop your default starting layer is named "Background" and always has a white fill. Any new layers you create with the New Layer button will be transparent. So your best bet is to either work over top of or delete your background layer, and work on brand new, blank layers.
"Save for Web" options also let you drop out the background on formats like gif and png, but you really want to be careful with your texture resolution.
There's also a Background Eraser tool that's a bit weird.
Thanks for making this tutorial, you're a great teacher
RandomMajin 2 days ago
I can't seem to figure out how to actually apply the texture. I've got it all placed but when i render my model it still doesn't show the texture. Any ideas?
Metaalhoofdje123 2 months ago
@Metaalhoofdje123 Did you click the little "Assign Material to Selection" button on the material editor while the object was selected?
heathermdecker 2 months ago
first female voice on a 3d tutorial ! yay
thewirelessdrool 3 months ago 3
Great work! Your instructions were easy to follow, you explain some things to put it in context, and your voice is great. I've been struggling with UVWs in a class assignment and the tutorials I've found online are either filled with too much irrelevant info or the speaker's voice is so calming I actually dozed off a few times. Thank you for taking the time to try to teach these skills :)
wetworx78 4 months ago in playlist 3DS MAX UNWRAP UVW
This has been flagged as spam show
thank you !
samdark2000 4 months ago
You should also explain how the universe was created.
fl260 5 months ago 3
WHY ISINT IT WORKING D:<
TheElvemageFGamingCL 9 months ago
Hey Heather, thank you for your tute :-)
justabloke69 1 year ago
thank you !
bookac 1 year ago
How come the options under mapping in the UVW editor is completely grayed-out and unclickable?
GisleAune 1 year ago
Thanks for simple and good tutorial
fialpa 1 year ago
Excellent! Simple, to the point, well articulated.
This is all I needed to understand the mechanism. I was able to put a texture with decals on my model helicopter just after this simple, easy to understand, video example.
Another tutorial wastes ten minutes discussing a zillion other related buttons and controls before saying the tutorial will completed in "the next video" which is not available on YouTube.
Thanks for your time and effort in this free lesson!
powertube5671 1 year ago
It only takes is a women to make excellence.
nils4545 1 year ago
hi, wen i click on the UVW edit, the window is blank i cant see no grid nor any vertex or polys its just completly blank , plz help
sabz2011 1 year ago
I wished all tutorials were voiced by women, I would pay more attention then :)
Andrewe1 1 year ago
Thank you so much, this tutorial helped me a lot! :)))
markoalek 1 year ago
Very well done. Bravo!
funmeister 1 year ago
Great tutorial very helpfull, but your dice is wrong, 2 is meant to be opisite 5 : D
TheVehemoth 1 year ago
nice to her a female voice doing a max tutorial. And a very good tutorial @ that
MicrosoftsourceCode 1 year ago
thanks it helped me
redshoes492 1 year ago
i didnt really understand how to delete the edges,could you explain it please?
GrowlingVocals 1 year ago
@GrowlingVocals If you mean delete the edges of the UV template while in Photoshop, it's all about working in layers. If you have a separate layer you're painting on, with the UV template on the layer below it, all you do is toggle off the visibility of the template layer before you Save As into whatever format you need your texture to be in. I usually output a flattened texture image for Max and also save my layered PSD somewhere in case I need to adjust something later.
goddessofgodless 1 year ago
@goddessofgodless oh,thank you very much,that helped a lot :)
GrowlingVocals 1 year ago
I did it. Thank you So happy. I always have problems with unwrap uvw. Do you have one for bipids and loading movements?
afrobeauty08 1 year ago
@afrobeauty08 Unfortunately, I haven't made one for biped yet. That's a great suggestion!
goddessofgodless 1 year ago
Thank you. It was more helpful than my 3dsmax teacher.
MinhTgreenT 1 year ago
Great stuff! If you dont want to turn down your opacity in photoshop you can render your template with the fill alpha set to 0. And you can hide the template layer in photoshop when you're about to save it as a jpg and then the edges wont be seen in max.
AntonKlock 1 year ago
Nice, NOW can you explain this in human world terms you freak!
dfhohj 1 year ago
Thanks
moathmns 1 year ago
Thanks, this tutorial really helped me!
Lilaite 1 year ago
This comment has received too many negative votes show
Fake.
Fiddleburger 1 year ago
troll.
ImTheWackhead 1 year ago
I love ZModeler 2
Timbi007 2 years ago
Hi, I need to create the texture tool with max script. The tool must apply texture to the object and it has to by more suitable for user. Do you have any tutorials for this? :)
mindezs 2 years ago
Aww... max script is still on my to-do list. I haven't gotten around to playing with it yet!
goddessofgodless 2 years ago
Thanks for saving me a lot of time and coffee!!
Gintaras 2 years ago
say like I have a complex shape and I only wanted to apply a texture to only about 5 faces out of many other faces in the shape how do I go about this without having to unwrap the entire shape, rendering ALL the small peices and then having to find the right shape in photoshop where I can apply the texture?
malcr001 2 years ago
Finally I cant beleive I spent ages on this trying to figure out the problem above.
Solution:
Simply uncheck the tiling boxs in the materials editor after you have applied the bitmap! Such a simple solution to a problem that I thought would be way more complex. I guess the extra tiling made me think that I need to define the texture on every face rather than some selected ones.
malcr001 2 years ago
Sorry I didn't get back to you sooner, but thanks for sharing your solution here! There are so many parameters in the material editor!
goddessofgodless 2 years ago
No worrys, one quick thing. I've used all the material slots/thumbnails in the materials editor is there a way to add more?
malcr001 2 years ago
You can have materials in your scene that aren't listed in the material editor. So the only workaround I've found is to delete a material from an editor slot (not from the scene) and use the empty slot to produce a new material. Use the "X" button on a material and make sure "Affect only mtl/map in the editor slot" is checked.
If you need to edit a material you've cleared out, you can use the eyedropper to "Pick Material From Object" and pull it back into a slot.
goddessofgodless 2 years ago
Well that kinda sucks, so how do you create a new material that wont be listed in the material editor? Is it just a file you create that you load up when you want to edit etc?
malcr001 2 years ago
You have to first create a material in the editor, unless you're opening a scene that someone else did (or a library of materials.)
To make a material no long show in the editor, use that little delete trick I was talking about. You can remove materials from the editor only, so they're still applied to the objects in your scene; they're just not taking up an editor slot.
You pretty much need to have your material pulled into an editor slot when you want to make changes to it.
goddessofgodless 2 years ago
I understand the trick you mentioned but what happens when you want to edit that texture again but cant because its no longer in the material editor do I have to start again or is there some way I can pick out the texture that certain object is using?
malcr001 2 years ago
That's where that little eyedropper comes in... It lives right next to the drop-down menu that shows the name of the material. It lets you grab a material from an object. When you use it to pick a material, the material you've selected takes over the editor slot you currently have selected. So when you're just trying to edit existing materials from the scene (rather than start new ones from scratch) you don't have to use the delete trick. Just use the "Pick Material From Object" eyedropper!
goddessofgodless 2 years ago
Could NOT see the bottom***
18yearolz 2 years ago
My unwraping UVW Doesnt even look proper, for example i unwrapped a cylinder and i cudnt see all of the sides, i could see the top, or the bottom... How do i fix that?
P.S. So what if shes a girl....? -.-
18yearolz 2 years ago
It may not look like you're seeing all of the sides when you unwrap because a cylinder has a very different polygon make-up to it. For instance, the sides are generally long, thin rectangles, while the top and bottom tend to be made up of "pie slice" pieces.
In the case of a more complex shape, you usually have to select individual polygons and arrange them in a manner that's logical to you. Unfortunately, I haven't covered that here :(
goddessofgodless 2 years ago
Thank you for the tutorial!
laharl90 2 years ago
thank you for tis tutorial,,,hoping you do some more tutorials :)
gerky03 2 years ago
Dear Heather,
I couldn't help noting that, in your rendering (post UV unwrap applied) the "two" and the "five" were visible. Ought not the opposite sides add up to seven?
Yours sincerely,
Luke Coulson.
P.S. I look forward to applying some of the techniques shown here, in future.
LukeCoulson 2 years ago
I was in a bit of a rush when I put this together, so my die isn't exactly accurate. However, it does illustrate the basic principle behind UVW Unwrap!
goddessofgodless 2 years ago
Nice helpful tutorial, many thanks
fruitcase777 2 years ago
thanks a lot for this video. Very helpful... Never really knew any girls' worked in this field of work. Keep up the good work.
LONGSHOTfilmes 2 years ago
There's tons of females that work in Lionhead Studios. They helped work with Fable 2.
masterdesigner610 2 years ago
Lionhead Studios does such amazing work!!!
goddessofgodless 2 years ago
thanks for the tutorial
wind27382 2 years ago
If I have done all the unwrap uvw the texture quality goes very low. Someone knows why?
paapieboy 2 years ago
Thanks a lot!
MulleDK13 2 years ago
awesome! more tutorials! more! more!
doublesob 2 years ago
helpfull tutorial, thanks. Waiting for more!
sergiuung 2 years ago
This comment has received too many negative votes show
wtf ??? how old are you ??
danny3man 2 years ago
At the moment, 26.
goddessofgodless 2 years ago
This comment has received too many negative votes show
don`t be upset but your voice sounds like an...13 years old boy( cause i see nowadays there are a lot of kids that do tuts ) ...sorry again :D
danny3man 2 years ago
Maybe I didn't need that particular comment, LOL!
goddessofgodless 2 years ago
:)) ...oke then...well i forgot to say.... nice tutorial :P keep making them :D
danny3man 2 years ago
I think u sound like a woman...
tibiartist 2 years ago
She is a woman.
crackhead226 2 years ago
thank you for helpful tutorial .
But I have 1 problem, Unwrap UVW, my Render UV under Tools I can not find it. it does not exist, Help pls
jeromeyamine 2 years ago 2
Hmm, when I apply the UV and render it, it comes out grey. :-/
I followed every step, and I dont know what im doing wrong. Please help!
PSPmaster321 2 years ago
I've read that some types of hardware drivers can cause problems with display in 3D programs.
However, if you haven't changed or installed anything recently and this is the first time it's happening, I'm not sure what to say. You may have to troubleshoot more. For instance, identify if it only happens with procedural textures (checker pattern) or bitmap textures (dice image.) See if it still renders wrong on a primitive, which should automatically have mapping coordinates built in.
goddessofgodless 2 years ago
Thanks for the advice.
But I messed about and found that it didnt work when I chose the "standard" material. But I tried the "arch&design" material, and it worked! =D
PSPmaster321 2 years ago
Good one....... clear voice at last
john40pl 2 years ago 12
very heplful and to the point, thanks :)
Cyphlix 2 years ago
Finally a really helpful tutorial without those annoying-nerdlike voices. Thank you very much :)
billiebr 2 years ago 2
lol do you say that because shes a woman?
rottentomato11 2 years ago
i love you voice!!
mcdenzpangga 3 years ago 12
very helpful and sexy voice LOL!
Neosin1 3 years ago 3
lol, 7 mins of rambling without one stutter. females...
MilleMarteaux 3 years ago
Daamn thx i have bee n loking for such a tutorial :)
satanataii 3 years ago
thanks, verry useful!
imadoxy 3 years ago
Great tutorial. Thanks for the help. :)
SupaMixer 3 years ago
Brilliant, thanks for the tutorial. I have an assignment due in on wednesday, this has helped no end.
Strike86 3 years ago
Hey again. I figured out my problem. When i create my material i set up a mult/sub-object and had a total of 10 materials that i was going to eventually fill in. Well they were all set to ON so it was applying the materials that were gray over my created mapping.
khwebdevelopment 3 years ago
oh my god i love you!
i have been having the same problem. i wish i could give you a hug ! :D
kateevans1987 3 years ago
:) glad to have accidently helped :). Another thing i figured out is that when you do use multiple textures, you're going to have to set the polygons to the right texture ID. to do this, select the polygon modifier button and select all the polygons you want to apply the texture to. Then on the parameters area find the Materials and Smoothing section (not sure if thats what its called) and make sure the ID/channel is the same as the texture in your Multi/sub material. Hope that helps :)
khwebdevelopment 3 years ago
Hi. I'm having a problem with the actual application of my texture. Ive created a uvw template and set my texutre up to match my mesh. But when i apply the texture to my mesh only one of the faces shows up. My Mapping channels are the same. Im not sure whats wrong.... I'm trying to map and "editable mesh".
khwebdevelopment 3 years ago
I'm British and i love how you Americans say "rowt" in pronounciation of "route" we say it like "root" lol.
ShroudedFury 3 years ago
Thanks, Heather, i know how to UVW unwrap i made it a part of a tutorial a made but my friend from Germany is having trouble understanding the basic concepts of how it works so i pointed him to your tutorial since my tuorial was mainly aimed at making a simple box, texturing it and getting it into the Valve/Source engine. So thanks in advance :)
ShroudedFury 3 years ago
You only explained the basics. What about complicated objects and editing seams? Now that would be a real job!
segq 3 years ago
Fantastic you have a beautiful voice
blackflagqwerty 3 years ago
Hi. I've got a little problem. When I try to change the texture to another texture it wont show up on my model and when i turn back to checker it's fine. How can I fix this?
Illuusion 3 years ago
There can be a variety of reasons for this and unfortunately trouble-shooting is the key. If you're changing the texture to an image file, double check that it's the correct scale for your model and a supported format. Try testing the texture on a primitive to see if it's a material problem, or just an issue with your model. Sometimes models won't have built-in mapping coordinates. Adding the UVW Unwrap or UVW Mapping modifiers helps us control the mapping anyway.
goddessofgodless 3 years ago
Great tutorial Heather! Now i can also map a bit UVW ^^
boernaldinho 3 years ago
that helped me quite a bit, will you be doing more tutorials in the future?
maarten562 3 years ago
I want to! I've just been super busy with classes and freelance lately. Hopefully I can add more stuff if I get some breathing room!
goddessofgodless 3 years ago
thanks so much but how can i get the
picture to show transparency like no white
only the colors will show
Alusaint 3 years ago
In Photoshop your default starting layer is named "Background" and always has a white fill. Any new layers you create with the New Layer button will be transparent. So your best bet is to either work over top of or delete your background layer, and work on brand new, blank layers.
"Save for Web" options also let you drop out the background on formats like gif and png, but you really want to be careful with your texture resolution.
There's also a Background Eraser tool that's a bit weird.
goddessofgodless 3 years ago
thanks!
q4noobage 3 years ago