SKINS
Skinmapping with MAX . Skinmapping with MAX and the TEXPORTER plugin

Skin mapping with LithUnwrapper

Fishbone, Feb.2002


This is the most automated approach to skinmapping:
  1. Make sure your model is finished and ungroup all groups you made

  2.  
  3. export to ase (ascii code) file format

  4.  
  5. convert it to 3ds format in 3Dex (MAX sometimes screws up the 3ds export)

  6.  
  7. open the model.3ds in LithUnwrapper


  8. File>Model>Open


  9. this is optional but you should adjust some of the vertices so that important parts of you ship recieve a bigger space on the texture file.

  10.  

     
     





    The automatically mapped skin appears
     


    Select a group of vertices to modify their location/scale on the skin


  11. save the bitmap (UVmap), save model (again as 3ds)

  12. File>Model>Save
     


    File>UV Map>Save


  13. open the model.3ds in 3Dex and apply the bitmap by selecting materials and then choose the bitmap you saved as diffuse.

  14. Right Click on "Explorer Default" and select "Materials Properties"
     


    Click "browse" and select your previously saved UV Map


  15. save the model as 3ds in 3Dex.


  16. Make sure to activate "save texture as"


  17. import the saved model to MAX (Note: The skin doesnt always show up in MAX. Thats not a problem really. As long as you dont hamper with the materials in MAX the skin will be on the model once it is exported as XSI.)
Done. You can now modify the skin (=bitmap) of your model until it looks as you want it to look. Check often in 3Dex.