Critical Mass :: 3D Action Puzzle Game

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Forum Index - Miscellaneous - Texture Baking & UV Mapping

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-JohnnyP
Junior Member
JohnnyP

3 years ago
Hi all –

OK, I’m pretty new to Max - I’m using version 9.0. I have tried lots of tutorials and forums but I’m now at a loss...

I have a model I’ve produced from a 3D laser scanner, has about 4500 faces. The model uses 14 separate jpg’s as a multi/sub-object material. What I want to do is export a single texture map from this model. I have used the Render to texture to achieve this and it does indeed export out a map - but I can’t for the life of me seem to get it to map back onto the object properly - whatever UV mapping I apply just doesn’t work. Also, the map that is produced is really complicated (made up from LOADS of separate parts) - I was kind of expecting the map to be more of a single object.

Other models seem to unwrap properly, it’s just these ones that are made from multi/sub-object materials using separate bitmaps that I’m having problems with.

Any pointers would be very gratefully received!!

Here is a link to the max file and textures

[Link to www.johnnypope.co.uk]

Thanks - Johnny



+isaac
Moderator
isaac

3 years ago
I assume you know the basics.

Use the pelt mapping tool if you're going to use photoshop. If not, use the 'flatten mapping' tool at 45deg.

Under 'render to texture', in the 'Bake material' menu, check "render to file only."

-JohnnyP
Junior Member
JohnnyP

3 years ago
Hi isaacg -

thanks for the prompt reply. As I said - I'm still very much learning Max, so excuse me if I miss something obvious.

Well, I did wish to use Photoshop, so I used Pelt mapping and baked out to file and got the same map as before which doesn't re-map properly.

I tried the flatten mapping at 45deg and it also threw the textures all over the place - I've added a screen shot to show the kind of a mess I'm in.

Thanks for your patience smile.gif


+isaac
Moderator
isaac

3 years ago
Before you do anything else go to each of your maps and tell me if this number (map channel) changes at all.
[Link to www.vigville.com]

-JohnnyP
Junior Member
JohnnyP

3 years ago
Hi isaacg -

OK - I've checked each one of the maps and they are all displaying Channel 1.

Just so you can see what I've done I've uploaded the max file and textures to here:

[Link to www.johnnypope.co.uk]

many thanks again.



+Steve Martin
Moderator
Steve Martin

3 years ago
Make sure that the map channel on your bitmap matches the one in your Unwrap UVW / Automatic Unwrap modifier.

[Link to www.3dprevis.com]

-JohnnyP
Junior Member
JohnnyP

3 years ago
Thanks Gustave -

the map channels do indeed match up. Again, I'm probably showing my ignorance but does it have something to do with how the normals are aligned? I applied a checker'd pattern to the object and there was distortion on various parts of the model. But thats just a bit of distortion - nothing that would throw everything out completely...


+isaac
Moderator
isaac

3 years ago
That's it. Send me the dang tart.
isaacgallegos -AT- gmail.com

-JohnnyP
Junior Member
JohnnyP

3 years ago
OK - Isaac is definitely man of the moment!! He has taken this nightmare puzzle and performed his wizardry - the map looks great Isaac - many thanks.

You are definately the dude!

I'm still not quite sure how you did it though...


+isaac
Moderator
isaac

3 years ago
I also sent this to your email (except i ran spell check this time)

"It's one of those things that's easier to show than to write about. But the simplest way to put it is:
You have two map channels. One rules the maps that were scanned. The second, rules the nice pelt map. When you render to texture you say, "follow the second channel" and it will look like that."

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Critical Mass :: 3D Action Puzzle Game

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