

- Import oolite ship into wings 3d for free#
- Import oolite ship into wings 3d how to#
- Import oolite ship into wings 3d update#
- Import oolite ship into wings 3d windows#
select one body, and choose " -> UV Mapping (Experimental) -> Edit existing UV Mapping".After UV Mapping save the UV data: " in AutoUV -> Quit -> (*) Save UV Coordinates and Texture".Some pictures may crash wings (even if their size is a power of 2). select all edges of the top and the bottom circle except for one edge on the top and one on the bottom.select a edge which goes from the bottom to the top of the cylinder.If you want to unwrap e.g a cylinder, do this in the "UV Mapping" mode: Just take the texture you have and run it through like brightness/contrast/saturation And if it's like orange, then the object is copperish cus it'll reflect only the orange light that hits it.If it's white, then the object is totally shiny (window).Optional: Set Reflect factor (if "1" is not needed) The specular map is the color of the light that the object actively reflects.
Import oolite ship into wings 3d update#
Import oolite ship into wings 3d windows#
Arrange the geometry in the AutoUV Windows so it fits best in the window."" -> Continue -> Unfolding" (or "" -> Continue -> Projection", this depends on the preferred outcome)." -> Select one of the "AuvChartX" Entries".Select contiguous faces of a specific area.Sometimes a "" -> Segment by -> Projection" or a "" -> Segment by -> Feature Detection" is a good start for this." on the image (Outliner) -> Refresh (to update the image in Wings3D)".Replace this image with the primitive texture you have." on the image (Outliner) -> Make External"." in AutoUV -> Create Texture -> OK" (maybe you want to tweak some setting like "Texture size").-> Assign an "even" texture with no image manipulation afterwards.Now there are several ways to continue (this is for Wings3D 0.98.26):.Select one body, and click " -> UV Mapping".Look for the newest version of Wings3D (AutoUV is in an early state of development right now, so newer version=better AutoUV but remember: it may also crash more often than a stable release).The future of the second UV-Plugin for Wings3D called ExtremeUV and where to find it A step by step instruction -> NEW AutoUV - (How to use / tips / tricks etc).-> Q: How do I add textures to my models?.-> Q : What are UV Coordinates and where can I get some ?.-> Body Menu / UV Mapping (experimental).Texturing a Ship in Wings3D Links to other Texturing Howtos/Helps/FAQs 2.1 Editing the REFLECT factor of a xmesh.1.1 Links to other Texturing Howtos/Helps/FAQs.Or if im just doing somethign blatantly wrong it'd be tops if someone informed me.
Import oolite ship into wings 3d for free#
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.
Import oolite ship into wings 3d how to#
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'. Mainly what I'm stuck doing is getting BMP's I've made in photoshop and putting them onto my Models in Wings. 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. 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. 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. 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.
