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Whyte_Out

How to apply textures to the models in O2

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Hey guys so I came across yet another problem: I finished textures for some grenades and such just to see if I can get textures working properly, but I did the textures with Adobe Photoshop CS5, but how do I actually apply it to the model on oxygen? I have searched the web, and armaholic for this specific problem to no avail. So once again any help is appreciated. Thanks...

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Thanks helped a bit, but I am new to all this addon stuff what is a UV coord? And when I upload the texture is appears but the mapping is all wacked out.

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It would help a lot if you would post more detailed info about your issues, and what exactly you know to do and what not. I get mixed info about your skills here...

http://en.wikipedia.org/wiki/UV_mapping

Edited by PuFu

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Thanks helped a bit, but I am new to all this addon stuff what is a UV coord? And when I upload the texture is appears but the mapping is all wacked out.

Yeah.. for 3d, once you model something in 3d, you basically have to model it again in 2d to correspond to an image. You're going to have to read up a bit on uv coordinates and texel space and all that to get a good handle on what you're doing. On a more basic level, you can just read up on uv basics like projection and seams and then try to make something that doesn't look 'whacked out'.

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This is my first addon if that says anything to you. So basically I have no idea about alot of things. I modeled my guy using bins US template thats already scripted and such, anyways I added a bunch of stuff to him, Now I am trying to texture him and some of his addons. I tried to do a basic grenade that I made to see if I can texture it, it looks great is photoshop but when I export it to O2 its UV mapping is well wacked out lol. I have read everything that you guys have linked me too, but for me its hard to understand, it not really descriptive. I have even watched Youtube Video and searched blogs but am not sure on why my texture on the object is crazy like it is.

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You do the UV map first, then create (or alter) the texture data for diffuse, specular, etc to fit that UV map. This way it will look 'wacky' in PS at first (only until you learn how to read UV maps), but will look super when mapped to the actual geometry.

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