ZModeler Tutorial v2.0

Texturing (Text Only)

Since I already have a texturing section on my tutorial, I will not add images to this section.  Instead, I will use text only to explain how to texture faces on a vehicle.

The first thing to do is load your texture into the Material Editor (press E on your keyboard).  Press the Copy button in the top right, select the bottommost selection, and rename it something relevant  to the image (e.g. front, rear, right, left)

After you have done that, look down for "PrimaryTexture" and check the box on its left.  Then click "Load Map.." and select the image you wish to texture onto your vehicle.

Please remember that this image must be on a correct canvas size (multiple of 32), such as 256x256 or 512x512. These sizes can vary. FOr example, the front can be 256x256 while the side is 512x512.

After you have set everything in Material Editor, the next step is to select the faces you want to texture.  You can do this with any Select> tool, such as Quadr or Single.
When the faces are shaded red, right click on the object in the Object List, and go to Faces>Properties.  There you'll see a drop down menu - select the texture you wish to map onto the faces (e.g. front, rear, right, left).

Do you have this step complete?  If yes, change one of the views to UV Mapper, go to Surface>Mapping>Assign UV, press the spacebar once so SEL is selected, and click once on one of the red faces.  If you do not have this step complete,  you may want to refer to version one.

Now that the faces are in UV Mapper, use the Modify> tools (such as Move, Scale) in order to make it fit onto the texture.  Remember that holding the shift key down will keep the faces in proportion.

In the 3D view, the faces you have selected should be textured.

If you are having trouble understanding these instructions, try reading version one first for the pictures, then referring back to this one.

Remember: If you want your vehicle posted on the best MM2 site around (MM2C), you must have 256x256 textures all around.

 

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