- Software 3d max
It's been more than 10 hours now since I finished texturing my model and I still can't solve this problem:
I textured my model using 16 maps and now I'm trying to make a single texture map out of all .... seems easy or so I thought. I go to "render to texture" dialog, set it up exactly as I saw in the dozens of tutorials i watched today and hit "render" ....... now I get a single texture in 2048x2048 resolution .... all cool till here. I save my model in .obj format and apply the texture but the texture looks like crap, here's what I mean:
the model before "render to texture"
and after
...
Why does it show up like this , any ideas ? Since the texture is fairly detailed:
http://i45.tinypic.com/5agzg2.jpg
Note that the texture fits perfectly with UVs in the "Edit UVWs" window.
It's the first time I try to do a single texture from multiple ones so maybe I'm missing a setting or something dunno.
Posts
My guess is that your either missing an option when you save to OBJ. Have you tried other formats?
I'm not sure, but I think that some programs you have to "lock" the UV's before they will export correctly, but I may be wrong in about the whole "locking" thing.
Not sure why it would be doing that though...
alternatively, or perhaps additionally, it might be as simple as dragging the old material back onto the ship, since RTT can make a new 'baked' material and apply it automatically unless you tell it not to.
Here's the file if you guys wanna check it out. I wanted to texture this model for a game mod but I see faith is not on my side:
2shared - download proiectu.rar
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I saved the model in obj format with all the maps now so u should be able to open/edit it with no problems.
2shared - download Ghoul_3dmodel.rar
Today at work I spent all my day trying to figure this thing out and have made little progress. I tried to uv map it myself now by using point to point seams and I noticed something weird that may be the culprit. Wile in the "Edit UVWs" window, if i select let's say a wing element and move it around ..... the texture on my model's wing in the viewport moves also .. ?? The same for scaling it. If I scale the wing element down a number of times the texture on the model starts to practically zoom in into the texture looking very pixel-like. So when I hit "pack UVs" in the "edit UVWs" window it automatically scales down all the parts and moves them around to fit them all in that square with black boundaries (dunno how it is called) ... as such the texture on the model moves from the right position and zooms-in alot and looks basically like in the picture i presented in the first post, you can almost see the pixels in the texture.
Is there any way I can turn of this feature ? I mean so I can freely move and scale the objects in "edit uvws" without affecting the position of the texture on the model itself.
following tutorials is one thing, but you're clearly lacking some fundamental knowledge which is well covered in the manual. You need to research the UV editor and texture baking a little more... look into map & UV channels also. this should give you the knowledge you need.
i'd recommend that you go back and try something simple, like a cube and try baking 2 textures into 1 map. if you try something easier to deal with then it'll be easier for you to understand whats happening and see where you're going wrong. once that works you should be able to diagnose your problem, though i've already told you where the problem is and thats most likely to do with your map / uv channels.
Thx for the replies.