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UNCCheezy
04-12-2008, 01:47 PM
I think this could answer a lot of peoples questions when it comes to texturing complex models, I just learned a little about it, but I think that a tutorial would be great!

MmAaXx
04-24-2008, 01:42 AM
just put in your picture folder of your project a black image of the size of there texture that you want, for exaple your want a texture 2048x2048, make in photoshop a file 2048x2048 and save that in the "picture" folder.

than in the "texture editor" co to "clips" and put as background image your 2048x2048 balck texture.

and than go to"edit" and select "stamp UV mesh"

and now you have in your folder your uvw in 2048x2048 in your picture folder.

bye!

Pam
09-28-2008, 07:16 AM
Except... Bizarrely, for me (after a fresh install of modtool ver. 4.2) when I stamp the uv mesh and save it as a bmp - the result is the blank clip without the uvs on it! I'm not doing anything differently to when it worked. Does anyone have any idea why this is happening? Is there some setting that's telling the process to ignore the uvs?

raul
10-02-2008, 03:40 PM
have you tried saving as a jpg or tga?

Pam
10-03-2008, 01:42 AM
Hi, thanks... Yes, I've tried saving the 'stamp' as every sort of image file that my graphics program can recognise. I also deleted all the softimage software and installed modtool ver .42 afresh (incase I had altered some important setting the last time) and that didn't work either. I've come to the conclusion that, as the modtool installation (on my old pc that has recently died) could stamp the mesh there must be something about my new pc's setup or operating system at fault. However, they're both Windows XP.