Simple Sign (made in milkshape)
Q2: You can try UVMapper, but I started with that before I learned of Milkshape's own mapper and found it to be more trouble than its worth. I think if you're designing in Milkshape then Milkshape's texture coordinator (CTRL+T) is the best mapper as you can map anything pretty much anyway you like due to its integrated feature. 3rd party apps usually require saving and resaving the object file and it starts to get confusing and troublesome when you have several working versions.
Q3: I believe you can have a 512x768 texture if you build it in SimPE because I've seen a Maxis texture with weird scales e.g., 128x72. I prefer to stick to the 8x8 formula and use GIMP for fixing skewed pictures. I don't understand why your texture is being stretched on your object though. ??? Did you scale it in the texture coordinator to the image?
Also if your image is as simple as the link, I'm not sure why your texture needs to be this big anyway. Wouldn't it be better to do a 128x128 or 256x256 texture?
If you don't mind posting your texture or object, I can take a look at it for you and screenshot the texture coordinator steps.
I have a single texture for both subsets - both bits are 512x256, which is fine for the sign, but stretches on the wall.
I want 512x256 for the sign to allow some complexity, the knox elementary sign is simple - but the person who's going to use it, is going to do their own sign which tends to be far more complex and the problem with the smaller textures is that it has a lot of problems with fine lines - they tend to blur and look pixellated.
The wall texture could be smaller, in fact it would make more sense for it to be smaller - because I want it to match the wallpaper sizes - 256x512 but it's a half-wall, so 256x256 would be more worthwhile. Wallpaper textures are stretched it's 256x512, but a wall is actually 256x768. So yeah, I'm working on the basis that I want the quality of wall texture to match the wallpaper on a standard wall.
Ideally what I want to do is have the top half - sign front/back = 512wx256h,
The Wall front 256wx256h, and the spare 256x256 to be used for the indented bit in the wall, the top of the wall, and the sides of the sign.
Download Milkshape -obj,mtl,and png image
Thankyou again for helping me with Nanashi!
The issue with milkshape is that the mapping per face per group is from front back top etc. So the best way to deal with it is to break the groups down into faces and map those faces from front back side etc and then regroup.
So for the foot of the sign I selected ONLY that box. Then I hit regroup so I was working with only that. Hide all the rest, swap to select faces (no vertex) then select the front and then map the front back from the front, swap to the rest of the box - which should be the two ends, remap from the right (or left...). Rinse and repeat. You can see my final map attached.
Basically, I did the steps that I mentioned earlier. Selecting parts and re-texturing them, occasionally regrouping when easier. However after I made the template match, I realized that mapping with a template isn't a great idea. So I re-did it to look like the sign you provided a link to.
I would recommend avoiding templates because you won't know what you really want to do until you see how the actual texture looks on the mesh. I usually build and update my texture as I build my mesh; it gives me more flexibility when I want to add detail to parts of the mesh.
Since you are doing two subsets, I'd recommend making the sign subset 512x256 and the wall subset 512x256 and then adding a bump map to the wall. Hope this info helps.
estate_sign_edit_for_celebkiriedhel.zip (Size: 968.19 KB / Downloads: 83)
screenshots_for_ celebkiriedhel.zip (Size: 2.63 MB / Downloads: 83)
I got an error in SimPE when I uploaded the sign texture into the object, you can see it here -
But I think I can fix it. I've still got to add a bump map, and change the footprint to 3 pieces (because it turned out to be 3 tiles) - but it's in-game and it's not crashing. So that is a good thing.
And I re-mapped it!