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Texture seems to be scattered across model upon render, but not in view port (default render mode) - Help!
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  • lana475
  • Posted: 18 April 2010 04:50 AM
  • Total Posts: 50
  • Joined: 06 March 2010 09:17 PM

i created a model of a white rabbit and i wanted to give it black ears (back) and pink (inside) in flat lambert colors. no fur, nothing fancy, just flat colors/textures.

i modeled the rabbit, flooded it w/ white paint using the 3d paint tool, and again, using the 3d paint tool, created a texture of black and pink for the ears. then i assigned that black and pink ear texture to a lambert (i created the lambert AFTER i created the texture) and when i rendered it, the black and pink ear texture seemed to be scattered across the entire model in specs; however, the model looks perfect in the view port using the default render mode. it comes out gray (no texture) in high quality render mode.

when i created the lambert for the texture, i was following a tutorial, and the tutorial did not mention naming the lambert—could that be my problem? in fact, here is the tutorial i followed (to the letter):

To apply the saved texture to the mesh in Maya, create a new material in the Multilister by clicking Edit -) Create. Choose the desired material--in this instance, a Lambert. In the Multilister, double-click the new material, and the Attribute Editor appears. Next to the Color section, click Map. In the Create Render Node window, beneath 2D Textures, click File. The Attribute Editor brings up the attributes for the new file. Next to Image Name, click the folder icon. From here, navigate to the folder where the saved texture map is and select it. Then, select all of the meshes that you want the texture map applied to, select the material in the Multilister, and click Edit -) Assign.

1) please let me know if there’s anything wrong w/ the tutorial i followed, or…

2) let me know if the tutorial is correct, and maybe i got these results b/c i messed up on the uv mapping. (from memory, i skipped the step where you’re supposed to do the checker-boards during the uv mapping process, perhaps that’s it?)

at any rate, please let me know what could be causing my model to render w/ one texture wrapped around the entire model.

also, i tried fooling around w/ another model to see if it happens again, and in this next model, i made things simple on myself--i created a polygon cube, did the uv mapping, first created the 2 necessary blinns i was going to add texture to, named them yellowM and pink M (yellow for 5 sides of a 6-sided cube, pink for 1 side of the cube), and it rendered perfectly.

but in the case of my rabbit, i did not name the lamberts or the texture, and i skipped the checker board step, and instead of applying a color to a lambert, i used the 3d paint tool exclusively to flood the rabbit w/ white, then texture the ears black and pink.

help! thanks in advance!



Replies: 0
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  • n8skow
  • Posted: 18 April 2010 07:39 AM

Can you show your UVmap?



n8skow [FA]

Replies: 1
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i’m going to work on it, first, and if i’m still having trouble, i’ll upload it.

from my other post closely related to this one, and i quote…

i found out why i was seeing the texture in my view port on my model but not when i rendered it. i sat and thought about it for a good minute or two, and came up w/ the solution…

as it turns out, when i was using the 3d paint tool to paint directly on my model (polygon), i clicked on 6 to view it as a texture, which is why i WAS seeing the texture as i painted it, but not when i rendered it, b/c at the time, the texture was not yet assigned to a material.

then i had a problem figuring out how to apply the texture to a material, but found an ok tutorial, followed it step-by-step and managed to apply the texture to a lambert, but it came out “off” when i rendered it. the texture was in all the wrong places. so, i’m assuming i goofed somewhere along the line, most probably when i was creating uv maps (i seem to recall not filling up the entire dark gray square w/ my model).

i deleted everything and left my model’s geometry only, and now i’m going to redo the uv maps, paying super close attn to them! then, i’m going to use the 3d paint tool to paint directly on my model (polygon), flood the rabbit w/ white paint and use black and pink on the ears. hopefully, i remember to save the file correctly (i’m going w/ JPEG this time, as opposed to TIFF), and lastly, i’m going to assign the texture to a material and hopefully, when i’m done, i’ll be able to render it using maya hardware.

thanks for replying to my post so quickly. i’ll keep you “posted!” :-D

Author: lana475

Replied: 18 April 2010 11:45 AM  
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  • lana475
  • Posted: 19 April 2010 04:21 AM

update…

k so like…

ummm…

i redid the uv maps, assigned a material to the texture, repainted my model, and everything looks perfect in high quality render mode, so i’m assuming what i see in high quality render mode in the view port, will come out looking exactly the same when i actually render it, right?

that’s the thing, this project has given me sooo much grief (rather, it’s not the project that gave me grief, it’s MEEEEE, for not being more careful from the outset, but anyway...) i’m all stressed out at this point and too scared to render the dang thing for fear it won’t come out, and at this point, i don’t (err, wouldn’t) know what else to do!!!!!

someone please reassure me that what i see now in high quality render mode in my view port will be what i see when i render in maya hardware!!!!!

*shutting eyes*

thanks a heap!!!!! O:-)

totally off the subject…

ever since i started posting to this forum, i haven’t been getting emails and smileys, even after i check them off below. what gives? *quizzical look* what do i gotta do to get emails and see smileys? pls lemme know, thx!!!!! :-]



Replies: 0
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  • lana475
  • Posted: 19 April 2010 09:04 AM

great big sigh of relief!!!!! ahhhhh!!!!!!!!!!

i rendered it in mental ray, and it looks perfect; however, now my question is…

why does my model still come out speckled when i render in maya hardware? is it a setting that needs to be tweaked? is it my graphics card (gawd forbid!)? what what?! and how do you soften the rough edges when you render in maya software? (b/c everything seems to be in place rendering in maya software, besides the rough edges.) *scratching head*

let me know! much obliged! :-D



Replies: 0
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  • n8skow
  • Posted: 22 April 2010 09:13 AM

Why are you rendering in hardware?

Not all features are going to be supported (and some things will look dramatically different) in hardware as it’s tasking the rendering to your GPU.



n8skow [FA]

Replies: 0
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  • TroyGBIV
  • Posted: 22 April 2010 12:58 PM

I agree, if you want something to look like a game model I would use the CGFX shader instead of doing a hardware render.



Replies: 0
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  • lana475
  • Posted: 03 May 2010 07:06 AM

i must be getting the hang of this maya business because now even when i render in hardware, it still comes out looking decent. i’m shooting for animated shorts, not video games, though, just to clear things up. and…

i’m doing the majority of the rendering in mental ray. it’s the nicest so far.

thanks to all who responded!!!!! i really appreciate it!!!!! :-*



Replies: 1
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yeah, no reason to be using Maya Hardware Renderer then… unless your doing particle effects that require the hardware renderer…

Author: n8skow

Replied: 03 May 2010 08:19 AM