

Make sure that you have your preferences set to "reload externally modified images on focus". If you do need to create multiple textures on one model, you must first select a group of polygons, make a cluster of them, then apply the material and image to your cluster. Multiple textures on a model can drastically affect rendering time.

If not, press "Ctrl+Z" to undo and take another shot at it. Check the 3D view (in 'textured' mode) to make sure you got the right one. Now left-click "Texture Projection (Explicit UVWs)" to select it, then press your "Delete" key to delete it. Press "8" to open the Scene Explorer, then navigate to the Texture Projection like this: -> Cube (or your base object) If you mess up your texture mapping and want to start over:ġ.Press "Alt+7" to open the XSI Texture Editor window.in Image-Texture tab>Texture Projection press "New" and select Unique UVs (polymesh) (close the Image window).in Image-Texture tab>Image press "New" to locate & import your new TGA texture file.from Render>Get-Texture select Image to open the Image-Texture window:.from Render>Get-Material select Blinn (close the Material window).select XSI's Render mode (top of left sidebar).To apply a texture to your model in XSI:.The second stage is using your.SMD and your.TGA to compile your.MDL, your.VMT and your.VTF in a particular Source game_directory.The first stage is creating a base texture and mapping it to your mesh, resulting in a pair of 'temporary' files: your.The process of generating these files falls into two broad stages: Therefore the procedure must follow a strict sequence, and file names and locations are also quite strict. Each stage of compiling requires data from some other files.

At each stage, your model will consist of at least two separate but always cross-referenced files. Unfortunately it's not accurate enough to say the MDL is the "mesh", the VTF is the "skin" and the VMT is the "physics". Models in Source games - whether props, characters, viewmodels, etc - need at least 3 basic components: your. 4 Compiling your.VMT : Valve Material Type.3 Compiling your.VTF : Valve Texture Format.
