Argh confuzzled

Wilco

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Okay I have tried 3DS Max and XSI and I find XSI easy 2 model with, but I can't work out how 2 skin things in it, with all the materials and stuff. And I think i've messed it up playing with it (1 thing has a green marble effect that I cant get rid of).

I like XSI more I just need 2 know how to skin things. I'm talking very basic, video kinda things, Which button 2 click, what supposed 2 appear etc etc :)

Does anyone know any really basic tutorials about this? How to Reset all the material sh*t I've put on it atm and then how to Unwrap the object so I can draw the skin, and then Put it back on the object? I've looked on 3DBuzz and there doesnt seem 2 be anything there.
 
the tutorials section seems 2 be 3DSMax and I've looked thru 3DBuzz :)
 
Ok,

For tutorials, look at www.edharriss.com

but for now...

a) i presume you have put clusters on your model and local materials on those clusters. Simply go in the history and under polymesh you will find a folder with all the clusters. select those clusters and delete them... it will not change your geometry, just remove the local attributes you have put on.

b) go to the render tab and apply a new phong or whatever to erase all the previous material you had on it.

c) By skinning I am presuming you mean texturing. Skinning generally means rigging... i.e. putting bones in objects. But I think you mean putting textures on objects.

try the following:

get a cube 3x3x3.

apply a phong (this is important, unless you apply a material to an object it shares the scene default material...you dont want to be using that. You want to be using local materials)

Now get a texture > image and select the image you want.

you will see a little button/field for texture projection. Each texture has to be laid out on the object somehow, so for now select new > planar XY.

switch your Cam viewport to textured decal and rotate around to see what it did.

you will see there is a green frame holding the texture. try moving it so you can see what it does. then undo it

now open your texture editor window in one of the other viewports and select the cube in the 3D view. You should see the cube and texture in the texture editor.

in the texture editor, the commands like tag, move, scale etc all are the same, so zoom out a bit, tag all the points (hit t and box-select) then hit v and move them round a bit to see what happens. then, move all the points off to the right, off the texture.

now, using the poly raycast, select the polygons on the front of the cube in the 3D viewport. notice it also selects them in the texture editor. now hit v and in the texture editor move those points around... notice it moves them without moving the rest. so scale them down and place them somewhere on the texture.

now select the polies on the top of the cube in 3d view. you can move these onto the texture, but you will notice they are flat in the wrong direction. so... either you can engage in a lengthy pulling of tags, or use the wonderful and most helpful subprojections. to do so, look for the icon in the Texture editor that looks like a polygon with arrows coming from the corners next to the cylinder and sphere. click on it and select best fit.

now if you are in a complex texturing you might not want to see all the bits on there, but only your selection, to do that, press the icon with the S and the little orange poly. next to the H and A... this will show your selection only, and A will show all, H will hide your selection.

Right, anyhow, now you can move your texture however you want on the top of the cube.

now add your side. same procedure. select, create subprojection, adjust, done. at the end, you can freeze off these subprojections by going into the edit > freeze menu item in the texture editor, and you have your whole model textured in one UV space.

Hope this helps a bit.

Cheers,
Aike
 
I probably should be paying u for that, but no :)

tyvm.

I see you can't export Clips in the EXP version, so I take it u cant get a picture with the grid projections superimposed on it 2 work around.
 
Can u refresh the texture so if u change it in another program you can see the changes in XSI?
 
Yes you can, I am sure though for the life of me i cant remember what you have to tick (if anything)...

I thought it was automatic, hmmm I'll have to go have a look. Might be dependant on how you load the texture.

Might wanna check the manuals, it might say something in there on the subject, though I am not sure.

Also, you cant stamp UV mesh in the EXP version? huh. (should be under edit > stamp uv mesh in the texture editor) but it could be disabled...

Cheers,
Aike
 
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