Making a UV map with LithUnWrap
An alternative way to texture the model os to make a uv map using LithUnWrap. I save my model and open LithUnWrap. Under File>Model>Open, I pick my file. Then I go to Select and pick "All". Then I go to Tools>UV Mapping>Decal and pick the y axis alignment.

This is the result:
There's a lot of wasted space, so next I set the selection to groups (Select>group) and move and scale the parts so that more space is covered. Right clicking opens up a menu of options like scale, rotate ect.
You can select individual triangles and move them, to spread the shapes over a wider area, but I generally don't because that makes it confusing to edit later.
When I'm finished arranging the groups, I go to "File>Export>UV..." and export the model in .luv format. And I also go to UV Map>Save and save the map as either a .bmp or .tga.
Back in MilkShape, with the axe model loaded, I import (File>Import>Lithium UnWrapper LUV...) and pick the .luv file I made in LithUnWrap. There's always a message about welding the groups if needed. Most of the time it's not necessary so just click "ok".
Then under the "Materials" tab I make a new material, select the UV map I made in LithUnWrap and click "Assign". In Textured mode the model should have the map applied to it.
Because this is just a tutorial, I'm not going to do anything with the texture, but usually I open it up in a graphics program and color it in. Basically I select areas and fill them with a gradient blend or a pattern. The Gimp has some nice metalic blends and patterns. I also "dirty" it up with filters like "erode" or "Van Gogh (LIC)".
There's a useful plugin for MilkShape called "Refresh Textures" that comes in handy at this point. While I'm working, I can view my progress in MilkShape with this tool. It adds the command "Refresh Textures" under the Edit menu.
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