How to skin a gun in MS3D using Texture Coordinator

The best and quickest support by a group of top-notch editing specialists, guaranteed!

Moderator: Forum Guards

How to skin a gun in MS3D using Texture Coordinator

Postby clyzm » Tue Aug 22, 06 9:33 pm

Alright, this tutorial explains how to skin a previously modelled weapon using the Texture Coordinator in MS3D. I am using MS3Dv 1.7.5 for this tut. For this tut I am going to use the Steyr Aug as previously mentioned in an earlier tut: How to model a gun in 3DS MAX + Milkshape 3d Here is the SKIN we are using: STEYR AUG.

1. Open up MS3D & the model file. Make sure you have 4 groups: the CLIP, the TRIGGER, the GUN PARTS, and the BOLT.

Image

2. Make a new material in Material section. Open up the STEYR AUG you saved, and select all of the groups, then hit "Assign."

Image

Also, right click on your bottom right view; check 'Textured' and uncheck 'Wireflame Overlay'.

3. Go to Windows > Texture Coordinator with your gun selected. In the field that says "1.0", make it "0.7" and hit SCALE. Then, in the field that says "Front", change it to "Left" and hit REMAP. If it's the wrong way, make it Right then hit REMAP, or whatever view you have that fits it. Also, make sure the group selected is GUN.

Image

4. Select "Scale" and scale it down a bit until it fits the image.

Image

5. Move around the scope (using select and MOVE) tool until it fits the image, do the same for the barrel.

Image

By now, if you look at your bottom right textured area, you should have no white spots on your GUN group. If you do, move the vertices on TC window until you don't.

6. Do the same for the rest of the gun groups. Note: Every time you move onto a new group, you have to select all the vertices again.

Image

Image

Image

7. Once you are done, if you notice any weird texture lines on your gun, move them around until they are correct.

Happy skinning!
Image
User avatar
clyzm
Forum Master God
 
Posts: 16023
Joined: Sun Nov 28, 04 2:48 am
Location: Chiraq

Postby ~Hit[CG]man~ » Wed Aug 23, 06 1:27 am

nice tutorial gonna try it later
~Hit[CG]man~
Newbie
 
Posts: 18
Joined: Mon Mar 13, 06 3:40 am

Postby Allan » Wed Aug 23, 06 1:36 am

Yah, it's definately a good walkthrough =)

One thing though, What part of the weapon picture do you reccomend using for the sides of the weapon that arent visible in the photos? Because I've made a few weapons with custom meshes, and 90% of them looked dodgey up the sides... I've included a picture of my 'Outlaw' mesh, so you can see what I mean.
Attachments
MeshSide.JPG
The side of my Outlaw laser Pistol mesh. The texture is streched across it, and I have no idea what part of the texture to use to make it look good...
MeshSide.JPG (25.71 KiB) Viewed 2064 times
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby clyzm » Wed Aug 23, 06 2:50 am

Allan wrote:Yah, it's definately a good walkthrough =)

One thing though, What part of the weapon picture do you reccomend using for the sides of the weapon that arent visible in the photos? Because I've made a few weapons with custom meshes, and 90% of them looked dodgey up the sides... I've included a picture of my 'Outlaw' mesh, so you can see what I mean.


That's what happens when a mesh is flat topped & sided ... it's not your fault per se, but more of the texture's fault. As you can see, TC is a good method of texturing, but it isn't the best.
Image
User avatar
clyzm
Forum Master God
 
Posts: 16023
Joined: Sun Nov 28, 04 2:48 am
Location: Chiraq

Postby ICE » Thu Aug 24, 06 8:13 am

Thats nice 3 days I havent been on and your all readz got aload of new stuff :oops: . Oh y :lol: ea cata nice tuts.
ЛЕДImage
The recent message was not spam but was a topic warmer and the message was copyrighted for eternity!Im in czech at the moe.
User avatar
ICE
Poster
 
Posts: 155
Joined: Fri Jul 14, 06 9:40 pm
Location: UK


Return to Editing issues

Who is online

Users browsing this forum: No registered users and 4 guests