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Wings 3d import texture
Wings 3d import texture





wings 3d import texture
  1. #Wings 3d import texture how to
  2. #Wings 3d import texture full

UV Map is a 2d plain that mimics the 3d model it goes to. UV mapping (accurate multi-texturing) is for more advanced modellers, and you can use UV Mapper Classic to re-do the textures on *.OBJ models. If the model is too big or too small, you may use the scale option in the modelling program you used (every program has one). No but really, if the model isn't showing up right by now, just read over the tutorial closer and you'll get it! If the texture is a square number, you may now save it with same settings as the previous step. Remember, this will not change the texture projection on the 3d model what-so-ever, but rather stretches the image to fit no matter what size, but if it isn't sqaure, SWBF renders the model BLACK or WHITE.

wings 3d import texture

So per se you had a 423 x 511 texture, you would need to scale it to something close so you don't distort it too much (in this case, 512 x 512). The thing with textures is that the size has to be a square number (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024) in pixels. Next spoiler!Right, now to optimize the texture for SWBF (if it isn't already). You have just fixed a serious bug, now to change the texture so that SWBF can read it!Ĭlick Next spoilerSo you need to change the format of the texture to *.TGA (Targa Image)? Alrighto, open up the texture you typed in the WRL file in GIMP or something that can save as 32 or 64bit (only use 64bit if you are using transparency) TGA files, and if you have the option, turn RLE compression OFF! (SWBF doesn't like it), and save it as TEXTURENAME.TGA. Url "TEXTURENAME.TGA"} Now Save *Not Save As* Open the *.WRL file in Notepad or some text editor, CTRL + F to find "ImageTexture," and 'Find'.

wings 3d import texture

You can now Save the file (File ->Save As "MODELNAME.MSH"īut wait, it's all white, where's the texture!ĭo not worry my good fellow, you can fix this easily! Now drag the *.WRL you just exported onto the programs window, and see it appear!. Step 5 Open up SWBF Viewer (BFViewer.exe), and you can say no to both option that popup initially. Step 4 Open exported model into WRL exporting Application (Wings3d, Import -> Wavefront *.OBJ) And export it as a VRML 2.0 *.WRL file to where-ever you put the OBJ one. Click Browse and save the model somewhere you can find it (Desktop for instance) Step 3 Export as an Wavefront OBJ model (if using Sketchup, click "PLUGINS" -> "OBJ Exporter". Step 2 Texture/Paint the model (if using Sketchup, click the Paint Bucket icon, and add some texture to the sides of the cube)

#Wings 3d import texture full

Step 1 Create a 3d model in the OBJ exporting application (if using sketchup, just draw a square and use expand tool to make a full cube) Program to convert *.Obj to *.WRL (VRML2.0) Modelling program that exports *.OBJ files Ģ.

#Wings 3d import texture how to

This tutorial will explain how to create 3d models and use them as STATIC (not animated) MESHES (models) for use in the game "Star Wars: The Battle Front"ġ.







Wings 3d import texture