thundy123 opened this issue on Mar 19, 2003 ยท 5 posts
daveH posted Sat, 22 March 2003 at 2:16 AM
you need to (1) create a uv map for your model. this translates the models 3d info onto a 2d space. then you need to (2) open the surface editor and assign each material to the uv map. to create a uv map go to the map tab and select "make uvs". select a mapping mode (planar, cylindrical, spherical, etc) & an axis & hit ok. next, to see your map, select "t" from the lower right portion of the main window, and change the display mode of any one of your viewports to "uv texture". for each texture you assign to the model, you need to also assign at least one surface attribute to the map. i usually use the "color" attribute. open the surface editor. select the "t" button next to the attribute name, which opens a new window. select the "projection" pulldown menu & select "uv". this will create a new pulldown "uvmap" which lists all available maps. select the one you just made. you're done. this of course is just a very rudimentary runthru of the process -- lw's mapping tools are pretty involved and require experimentation. also, there is steve cox's free & easy-to-use uvmapper. (uvmapper.com) i use both lightwave & uvmapper for all my models.