How do I create materials for msh files?
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How do I create materials for msh files?
How do I correctly apply textures on my msh model parts? I can't figure this out and there is no clear guide ou there for what I know.
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Re: How do I create materials for msh files?
To apply a material to an object or an object's polygons:
1. Select the polygons you wish to apply the material to (or just select the entire object if you only wish to apply a single material).
2. Open the ZE Tools Material Manager.
3. Type in a name that makes sense for your new material and click "Create".
4. Select the newly created material in the list and click "Assign" (with your object still selected as well).
5. With the material still selected, click "Edit".
6. In the material's property window that pops up, click the plug icon next to the "Color" field in the "Diffuse" group, and click "Image".
7. In the new page of the window, click the "New" button in the "Image" group and click "New From File...".
8. In the file dialog window that pops up, browse to and select the TGA texture file you wish to assign to the material and click "OK".
9. Done!
I won't go into properly unwrapping UVs or anything, but to set up basic UVs with an object:
1. Change the viewport's rendering mode to "Textured Decal" so you can see the results once the UVs are applied.
2. Select the object in Object Selection Mode (not in Polygon, Edge, or Point Selection Mode).
3. Go to Get > Property > Texture Projection > Unique UVs (polymesh)
4. Press Alt+7 on your keyboard to open the Texture Editor window, which will allow you to edit the selected object's UVs.
Be sure to check out the videos on texturing found here: viewtopic.php?p=445369#p445369
1. Select the polygons you wish to apply the material to (or just select the entire object if you only wish to apply a single material).
2. Open the ZE Tools Material Manager.
Hidden/Spoiler:
3. Type in a name that makes sense for your new material and click "Create".
Hidden/Spoiler:
4. Select the newly created material in the list and click "Assign" (with your object still selected as well).
Hidden/Spoiler:
5. With the material still selected, click "Edit".
Hidden/Spoiler:
6. In the material's property window that pops up, click the plug icon next to the "Color" field in the "Diffuse" group, and click "Image".
Hidden/Spoiler:
7. In the new page of the window, click the "New" button in the "Image" group and click "New From File...".
Hidden/Spoiler:
8. In the file dialog window that pops up, browse to and select the TGA texture file you wish to assign to the material and click "OK".
Hidden/Spoiler:
9. Done!
I won't go into properly unwrapping UVs or anything, but to set up basic UVs with an object:
1. Change the viewport's rendering mode to "Textured Decal" so you can see the results once the UVs are applied.
Hidden/Spoiler:
2. Select the object in Object Selection Mode (not in Polygon, Edge, or Point Selection Mode).
3. Go to Get > Property > Texture Projection > Unique UVs (polymesh)
Hidden/Spoiler:
4. Press Alt+7 on your keyboard to open the Texture Editor window, which will allow you to edit the selected object's UVs.
Hidden/Spoiler:
Be sure to check out the videos on texturing found here: viewtopic.php?p=445369#p445369
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Re: How do I create materials for msh files?
This should go on the 3D FAQ
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Re: How do I create materials for msh files?
I don't know why but it doesn't work
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Re: How do I create materials for msh files?
You don't need to quote my whole post for a context-irrelevant reply, just FYI. :n
In any regard, what do you mean it doesn't work? Where doesn't it work? Also, could you please post a screenshot of your object's full hierarchy in the Explorer?
1. To open the Explorer, press 8 on your keyboard, or change the viewport configuration to "Explorer, ViewB and User" by clicking on the button in the bottom-left part of the application:
2a. To reveal the full hierarchy, make sure the Explorer's filtering mode is set to "All Except Params":
2b. Then right-click the object in the Explorer and click "Expand All From Here":
3. The full hierarchy should look something like this:
In any regard, what do you mean it doesn't work? Where doesn't it work? Also, could you please post a screenshot of your object's full hierarchy in the Explorer?
1. To open the Explorer, press 8 on your keyboard, or change the viewport configuration to "Explorer, ViewB and User" by clicking on the button in the bottom-left part of the application:
Hidden/Spoiler:
2a. To reveal the full hierarchy, make sure the Explorer's filtering mode is set to "All Except Params":
Hidden/Spoiler:
2b. Then right-click the object in the Explorer and click "Expand All From Here":
Hidden/Spoiler:
3. The full hierarchy should look something like this:
Hidden/Spoiler:
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Re: How do I create materials for msh files?
The material is there but on textured decal mode and in swbfviewer the head texture (which is the part I modified in the model) does not appear at all, even though I'm sure I put it in the right material. Btw those are the screens (it seems my tree is really long):
sorry about the mess but I don't know what to clean.
Hidden/Spoiler: