need help with uv map editing

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johncage

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hi, could someone please help me uv map and texture an armor i edited? the original texture and uv map code is still on it, but it's been morphed out of position due to me editing the mesh. could someone perhaps adjust it? original files created by the hundred years war mod.

this is the model file in .obj format and the accompanying .mtl file in a zip archive. i know how to convert it and put it in the game, i just need someone to look at and correct the destroyed uv map:
http://files.filefront.com/highdetailzip/;13632099;/fileinfo.html

the .dds texture:
http://files.filefront.com/costumesfdds/;13632070;/fileinfo.html

also, if someone thinks they can improve on the model please give me suggestions(my original, perhaps ill conceived intent was to create a next-gen quality high detailed model for m&b as you can see in this thread http://forums.taleworlds.com/index.php?topic=62132.new#new)

picture of the model with ruined uv map in the game to give you an idea of what i was trying to do:
bascinet.jpg
 
the model itself looks good.  if you want I give a brief discription of UVmaping near the end of my tutorial update.  You can use LithUnwrap (free) to do it.
 
Are you talking about the helmet or the armor? The armor looks like it has some wild (unrigged) verts, which is a rigging problem, not a uvmapping problem.
 
does that have to do with triangulating the model? do i simply have to go and weld the troublesome verts together?

jik said:
the model itself looks good.  if you want I give a brief discription of UVmaping near the end of my tutorial update.  You can use LithUnwrap (free) to do it.

but i still need someone to texture it.
 
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