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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Extrusion ![]() Join Date: Sep 2006
Posts: 172
| Texturing in Hegaxon
Hi, I need a basic tutorial about texturing in Hexagon2 I would to export some UV projection , painted them in a image editor and re loaded as skin in the model. I got also Carrara 5.1 and Milkshape. Last edited by Affuso; 14th February 2007 at 15:09. |
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| | #4 (permalink) |
| Extrusion ![]() Join Date: Sep 2006
Posts: 172
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I dowload the Silo L edition (not really useful ..a sort of permanent demo). I was stunned how simply is texturing in Silo in comparision with Hexagon 2: just load a material texture , select a face in the model and assign it: even a impatient noob can do it..hope that I'll learn the way to texturing face by face in Hexagon also. |
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| | #7 (permalink) |
| Respect the Dawg! ![]() Join Date: Dec 2005 Location: USA - Conway, South Carolina
Posts: 791
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I usually UV unwrap "organic" stuff in Hex. then paint the maps in Photoshop. But for everything else i usually just create my shading domains in Carrara. But both work fine for me. |
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| | #8 (permalink) |
| Extrusion ![]() Join Date: Sep 2006
Posts: 172
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I try to follow the tutorial for Hexagon , the one uv mapping ,but it is not easy. The map is a unworthy ammount of lines, I can 't deal with this. ![]() I own carrara 5.1 , no money for another program..hope that I can texturing face by face with it. ![]() |
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| | #11 (permalink) |
| Extrusion ![]() Join Date: Sep 2006
Posts: 172
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I would to build , skinned and animated models for animations and small games , I am a 2D animator. After a frustrating week of try out , I managed to model something , some creatures..with the pratice I think that I can made some nice thing. For istance: this puppet . ![]() I can apply only a texture (whole body) in hexagon ..I would like to skin a model like this) ![]() |
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| | #12 (permalink) |
| Boolean ![]() Join Date: Apr 2006
Posts: 93
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i find UV mapping and texturing a lot easier in Carrara. i think i linked this to you before http://www.awbenson.com/tutorials.htm |
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| | #14 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: May 2006
Posts: 133
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Hiya. This is one of the best one's I've seen for Hexagon UV mapping: http://forum.daz3d.com/viewtopic.php?t=47257
__________________ ^_^ "We've got a blind date with destiny...and it looks like she's ordered the lobster." --The Shoveler Paul L. Ming (Dual Opteron 246's, 2GB GDDR3, BFG 7800 GS OC 256MB, Windows 2000 & XP Pro 64-Bit, 21" CTR) |
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| | #15 (permalink) |
| Respect the Dawg! ![]() Join Date: Dec 2005 Location: USA - Conway, South Carolina
Posts: 791
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UV maping is very hard and frustrating. Both of the links provided are very good tut's... one hex one Carrara. See which one makes the most sense to you, and use that method. I'm not really sure what the image you posted is, but UV maps are ALWAYS square 256x256 1024x1024 etc. |
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| | #16 (permalink) |
| Extrusion ![]() Join Date: Sep 2006
Posts: 172
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Thanks to all.. glad to know that unwrap and texturing is an difficoult task...it is not just me. ![]() I export this from Lilwrap, the only that reseamble the original figure ( the others models are interpreted by Lilwrap as blocks of lines ,like this ![]() ) and painted it , hoping that I may use it with the final model . Did not works. |
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| | #19 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Sep 2006
Posts: 141
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This is a bit of a guess but I don't think you are saving your model with the uv map. In other words when you create a uv map in Lilwrap you have to save the map AND the MODEL which will now line up with your uv map. Then you have to import the NEW model into Carrara and apply the texture you created in Lilwrap and then painted in your paint program. Hope this helps |
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