UV

This is the place for all questions related to modding Starshatter.
Post Reply
Darkhawkt
Posts: 22
Joined: Tue Jun 08, 2004 1:30 pm

UV

Post by Darkhawkt »

What does the scale section (U and V options) of the texture screen in magic do?
User avatar
DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: UV

Post by DamoclesX »

umm
thats for texturing

learn how to in max unless you want to go insane lol
Jason Blaz
Way to much to list here!
User avatar
TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: UV

Post by TheDeadlyShoe »

Well, for example, when you map on a texture w/ the Planar method. it'll have one copy of the texture over all the faces you've selected. UV lets you stretch that, so that you might see only half the texture, or two copies of the texture, or four copies of the texture. One controls horizontal stretching, the other vertical.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
piperone
Posts: 44
Joined: Tue Oct 21, 2003 9:56 pm

RE: UV

Post by piperone »

Damocles, I take it you're using gmax to build those great models? Just curious. And great job.

I not only abandoned Magic, but Milkshape as well - and I've never liked max. However, I've started using Wings3D which not only does good low poly modelling, the UV texturing is the simplest I've ever seen. Very very straight forward on segmenting the model into flat maps. Also abandoned GIMP 2.0 for Paintshop Pro 8. GIMP was never stable on my system and the layering is much easier in PS8.

I still use Magic of course for the conversion and some touch up, but for those struggling with Magic texturing, give Wings3D a try. With the last patch, you can save your models from Magic in Wavefront format and easily finish/map the model - and then reload into Magic. See http://www.wings3d.com

piperone
Post Reply

Return to “Starshatter Modding Forum”