Hi Danny I notised the problem you have with texture. A tip. When texturing this kind of items when you have a object thats texture can be done with the standard maps in max you can use them. When you have get the look of your apple then you use the render to texture option in the rendering menu. Then you have a nice texture. Then it makes a flatten UVW, Save this UVW cordinates and then take away the modifier. Add a new unwrap-'UVW and load the cordinates. Apply the new texture to an Diffuse chanel on a new material and apply it to the model. Now you only have to export the model. Hope it helps! //Yule <file://Yule> ! <-----Original Message-----> From: Dan Mejia Sent: 5/19/2003 7:52:16 AM To: pythian@xxxxxxxxxxxxx Subject: Re: [pythian] Model An a Apple a day keeps the programmer away Started with the objects. It took forever to texture the apple. Why cause its round. I still have allot to learn. I know how to use the offset filter in photoshop, but if you look closely (while squinting:) at the apple you will notice where it cycles. The best I did is keep the line in one area. Trying to disguise it with what I know so far made it even more difficult to skin. You don't know how happy I am creating textures and models for a game. Anyway see you next model. Danny Mejia --------------------------------- Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. -- Binary/unsupported file stripped by Ecartis -- -- Type: image/jpeg -- File: Apple.jpg -- Desc: Apple.jpg -- Binary/unsupported file stripped by Ecartis -- -- Type: application/octet-stream -- File: Apple.3DS -- Desc: Apple.3DS -- Binary/unsupported file stripped by Ecartis -- -- Type: image/jpeg -- File: Hungry.jpg -- Desc: Hungry.jpg .