View Full Version : 3DS Max Texture Problem
I've noticed a few ppl using max have had the Texture problem where your mesh (when imported) is only assigned 1 material meaning its hard to make decent meshes. My question is, I've noticed that this happens to me when I Export the mesh and Textures, does ActorX for max fix the problem?
SuperApe
09-07-2004, 05:05 PM
I've noticed a few ppl using max have had the Texture problem where your mesh (when imported) is only assigned 1 material meaning its hard to make decent meshes. My question is, I've noticed that this happens to me when I Export the mesh and Textures, does ActorX for max fix the problem?
I'm sorry I haven't dabbled in my newly aquired version of Max, but
in Maya, you set different Mateirals (any Material) to the different parts, and when it comes in Ued, you have as many different textures to set as you had assigned Mateirals. Always include the default material, or whatever it's called in Max. Hope that helps.
-=JUDGE=-
09-07-2004, 05:33 PM
You have to create and assign different mapping to the max object.
You have to create a multi-sub texture to do it.
Works like a champ. (Im on the wrong computer to post a tutorial link.)
Lord_Simeon
09-07-2004, 05:40 PM
Yea, i gotta dig up your link for that, i allways have the same problem too, so i export / import one bit of the model at a time.
well one poly at a time for my newest mesh is going to be a bit of a kick in the groin on the mesh im working on but maybe ill pester the Atari forums to tell me how ppl got around to it without all that stuff.
Thanks for the advice, I'll have a look at the tut and see if it would work
btw i know this is crazy with a 2000 poly mesh or whatever but if you had a small mesh (say 80 polys) and u wanted to tex it in UED, would u be able to import it blank, then convert to BSP brush, then tex it, then convert it to a mesh? or would this screw it up like as if you made it out of BSP in the first place?
Lord_Simeon
09-07-2004, 05:46 PM
What i normally do is this......
Make up your model firstly.
Apply each of the textures your having on it.
Do the UVW mapping for each individual bit.
When your happy with the way it looks, delete all but one.
Export to ASE, undo deletes, and delete all but another section, export to ASE., and so on until it's all exported :D
With a mesh thats got a few parts, it's labouress, but it works.
You can join them up in the editor easy enough, import them all, mesh them together, and right click "convert to static mesh"...done :D
i wish i knew photoshop :sour:
i wonder how the mapper of AS-Convoy managed to sleep at night...
thanks for the help guys, but how do other ppl manage, like modellers in Epic or ppl who made high poly meshes of buildings or stuff? surely they must have a bypass! does ActorX manage to fix anything?
Lord_Simeon
09-07-2004, 05:57 PM
You know you can get a DDS plugin so you can export UT textures and use them as your materials?
That works real good for models, then you already know what they are going to look like before they are in the game :D
yeah i got that but it still limits my model to 1 tex on the import :(
thanks for all the help anyway, im going to bed :)
-=JUDGE=-
09-07-2004, 10:31 PM
Here is the link (http://www.planetunreal.com/fordy/gradientssmeshtutorials/contents.html)
This tutorial rocks.. it will really help you to learn how to do it right. I have done a few custom meshes as well as custom textures.. and never had a problem.
P.S. works for max 6 as well.
EDIT: I would not recommend the multi object way, unless you had a specific need to do it. It is really easy to select polygon groups and assign UVW coordinates to the group. Then with the Multi/Sub-Object texture.. you have all the control you need.
thanks, ill try it out later
SuperApe
09-08-2004, 09:19 AM
Here is the link (http://www.planetunreal.com/fordy/gradientssmeshtutorials/contents.html)
Thanks, Judge. I'm keeping this tut bookmarked, it looks good.
I knew it had to be easier than exporting one piece at a time.
Lord_Simeon, it sounds like you needed a workaround at some point. :) This should be faster. Also, it seems like almost everything Ued "makes" has holes or visable seams; my skyboxes, any brush->mesh conversion, etc. Doesn't it?
i wish i knew photoshop :sour:
...
thanks for the help guys, but how do other ppl manage, like modellers in Epic or ppl who made high poly meshes of buildings or stuff? surely they must have a bypass! does ActorX manage to fix anything?
Well, I use Maya. :cool:
no way, i want to make REAL meshes :beer:
Garoc
09-11-2004, 11:31 PM
no way, i want to make REAL meshes :beer:
BAD JOKE ALERTDUCK AND COVER!!! :eek:
and yet so true :p
Garoc
09-11-2004, 11:37 PM
no way, i want to make REAL meshes :beer:
BAD JOKE ALERTDUCK AND COVER!!! :eek:
and yet so true :p
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