misc WINGS3D "How to make a standard 1x1 plane" Download the software at : http://www.wings3d.com/?page_id=84 (I'm working with 1.4.1) Here is some tools you'll need to make that plane : Selection ========= At the top of the window you have 4 icons of selections on a cube. 1 = select vertex 2 = select edge 3 = select faces 4 = select object space = unselect all View Rotation ============= You can also rotate around the shape by pressing Middle mouse and left click when you have the angle you want. Walkthrought ============ # Once in the app just right click and select CUBE. # Now you want to remove everything but the top face to have a plane facing up on Y. Once that done just press Delete to remove these faces. # The center of the view space is the pivot of the object so now we need to move the face to the center of the view space so that the pivot of the plane is on the corner. To do that right click on the shape and select "Absolute commands" > "Move" and move the shape to -1,0,1 (if you are working with Unity3D the X is the other way). # Last thing we need to do is to fix the UV for texturing. # Select the face and right click > More > UV Mapping. The UVAuto window will show up. # Unselect all (space) and select the edges. http://forums.taleworlds.com/index.php?topic=20054.0 "This takes a bit of planning, but imagine the model being made of paper and you need to cut it on some edges to lay it flat on the table. For example, a cube would need to be cut along 8 vertices to lay flat. You will want to cut objects completely away that you want to be a different texture, but generally try to keep as few cuts as possible, because it makes texturing easier and provides a more uniform result. Don't worry about missing some edges, since anything that's not cut enough to be laid flat won't unwrap and you'll get another chance to do it right - as many times as you need. I almost never get all the edges cut the first time, usually taking 2 or 3 unwraps to complete the entire model. No matter how many unwraps you do, they all end up on the same texture sheet." # When the 4 edges are selected right click and select Continue > Projection Normal # If you think you missed something you can revert everything by selecting the shape in the AutoUV window right click > delete and start again # You can check what edge is where by clicking with the edge selection. If it doesn't match like you want you can select the shape in the AutoUV window and rotate everything (use Shift during rotation to make a more precise rotation). # Finally you can File > Export > .3ds the shape (for Unity3D)