View Full Version : Anyone wanna UV map this saber

07-18-2002, 03:38 AM
hey everyone, im right now in the WIP of my Ulic Quel Droma sith saber, but unfortunatly am really busy and lazy at sometimes. So if anyone wants to take a look at my saber try lower the poly o**** and mabye even UV map it i will give you full credit. here are some pics.http://hstrial-cthompson2.homestead.com/Index.html

07-18-2002, 04:40 AM
looks good,

i'm sorry, i cant help ya

07-18-2002, 04:44 AM
no prob,but thanks for the encouragement

07-18-2002, 04:52 AM
Nice Saber u got there!

btw, I LOVE tmnt! (hm, well... no. but in third grade I used to! ^_^)

07-18-2002, 04:55 AM

07-18-2002, 06:34 AM
Thats my problem too, i can dish out models but i dont know how to uvmap/unwrap them

especially in gmax

i have this model, but i dont wanna map it!

oh well

btw Donatello is cooler :D

07-18-2002, 06:35 AM
yeah thats the problem with UV mapping, it blows and i suck at it.And the donatello avatar looked gay thats why i didnt have him on there

Twisted Vertex
07-18-2002, 07:02 AM
UVW mapping is EASY, yes EASY. whats is simpliar than selecting polygons, and adding a modifier that practially does everything for. Hell for sabers you really don't have to worry to much about stretching, becasue its so small.

heres what your modifier list SHOULD look like

uvw modifier
mesh/poly/patch select

07-18-2002, 08:10 AM
mushahi i couldnt find the Uv Modifer on the modify list and i was using the tutorial from brother in arms. But when it got to UV wrapping and unwrapping. It really didnt explain much and how to start off.

07-18-2002, 11:07 PM
Gram im curious as to what tool on G-Max you used to make that great emmitter from?

07-18-2002, 11:18 PM
I used the NGON tool and then coverted to editable mesh. Then I used extrude and bevel options to get the curves and stuff

07-18-2002, 11:20 PM
im sorry to be such a dumbass but could you tell me how thats done. i would REALLY appriciate it

07-18-2002, 11:29 PM
take the splines shapes right, then make a NgON(should be a hexegon) then convert it to editable mesh. Now click on one of the mesh editing things(element, perferably not vetex)then click the object again and there are two options called extrude and bevel lower on the mesh editing panal. YOu should have some fun with those

07-18-2002, 11:37 PM
what do you mean by "take the splines right"